WEAVR: Redefining Live Sports Broadcasting

Weavr is creating cross-reality viewing experiences allowing fans to immerse themselves in high fidelity statistics, visualisations and data-driven stories that give them deep insights into live matches across esports and sports. Weavr enables audiences to seamlessly move between virtual and physical viewing, as well as utilise second screens to watch immersive esports content on the…

Game Analytics: Making Sense of Data

These days most game companies adopt some form of analytics: a process whereby data is collected on how well the game performs as well as how players behave within it. These data are processed and analyzed, and results serve to inform decision making and business processes across companies. Game Analytics is what allows major commercial…

Games User Research: Informing Design

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of that user experience in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game…

Esports Analytics: Building the Experience

Esports describes situations where digital (video) games are played competitively. It is a rapidly growing subsection of the games industry and associated culture, which has evolved from a niche segment into a mainstream global phenomenon. In 2017, over 388 million people worldwide played or watched esports, and the number of esports fans is projected to…

Behavioral Profiling in Games: An overview

The game industry has access to detailed data about how players are interacting with games.  The data can come from a variety of channels are often high-dimensional, time-dependent and potentially very large. Profiling users has emerged across multiple data science application areas as a way of managing complex user data, and to discover underlying patterns in the…

How long will you keep playing? The game knows

We have a tendency to consider ourselves unique and unpredictable, but digital games research shows that this is far from the case. In fact, we can be categorised into groups of people who show the same behaviours, and what we do in the future is imminently predictable. For example, how you play a game will reveal what you are likely…

The case for data in esports

In the latest issue of Develop, we discuss the use of data and analytics in esports: Whenever you play a game of DoTA 2, League of Legends or any other esports game, your behaviour and that of your teammates is recorded in great detail. The data is stored in replay files and made accessible online, providing us with…

ESL and DC Labs, University of York, announcing partnership on esports teaching and research

Esports is the playing of computer games in a competitive environment, whether at the amateur or professional level. In recent years esports has become a global phenomenon and  has gained immense momentum, outcompeting many traditional sports in terms of the number of practitioners, prize pools and even viewership – and is a potential future Olympic…