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Virtual Production Assisted eSports ...
~
Liou, John.
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Virtual Production Assisted eSports Media Streaming.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Virtual Production Assisted eSports Media Streaming./
Author:
Liou, John.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
Description:
109 p.
Notes:
Source: Masters Abstracts International, Volume: 83-01.
Contained By:
Masters Abstracts International83-01.
Subject:
Multimedia communications. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28546497
ISBN:
9798516930034
Virtual Production Assisted eSports Media Streaming.
Liou, John.
Virtual Production Assisted eSports Media Streaming.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 109 p.
Source: Masters Abstracts International, Volume: 83-01.
Thesis (M.S.)--Drexel University, 2021.
This item must not be sold to any third party vendors.
eSports is a fast-growing gaming phenomenon often described as the stakes of "real sports" but for video games. In esports, the top players of competitive games compete for large prize pools in front of both physical and digital crowds, in real-life arenas and digital streams. This thesis attempts to identify why viewers are interested in watching these streams and how digital production can enhance the experience. Starting with a preliminary interview study with six participants of varying backgrounds, which identified several consistently repeating themes of storylines, favourite players and teams, and interest in competition of the highest level as pervasive influences regarding esports viewership, it is clear that production is an addition to proper talent selection, and enhances the experience rather than being the focus of the content itself. Using these themes, I then developed a prototype using Unreal Engine 4 to simulate a competitive esports environment, utilizing virtual production to allow viewers to visually experience a tournament setting and experience these underlying themes in the digital realm. The prototype was then used to publicly broadcast a competitive match of Rainbow 6: Siege between two of Drexel University's competitive teams. The results of the showing indicated that viewers felt more engaged and that their stream experience had been enhanced.
ISBN: 9798516930034Subjects--Topical Terms:
590562
Multimedia communications.
Subjects--Index Terms:
Virtual production
Virtual Production Assisted eSports Media Streaming.
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Advisor: Jushchyshyn, Nicholas.
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eSports is a fast-growing gaming phenomenon often described as the stakes of "real sports" but for video games. In esports, the top players of competitive games compete for large prize pools in front of both physical and digital crowds, in real-life arenas and digital streams. This thesis attempts to identify why viewers are interested in watching these streams and how digital production can enhance the experience. Starting with a preliminary interview study with six participants of varying backgrounds, which identified several consistently repeating themes of storylines, favourite players and teams, and interest in competition of the highest level as pervasive influences regarding esports viewership, it is clear that production is an addition to proper talent selection, and enhances the experience rather than being the focus of the content itself. Using these themes, I then developed a prototype using Unreal Engine 4 to simulate a competitive esports environment, utilizing virtual production to allow viewers to visually experience a tournament setting and experience these underlying themes in the digital realm. The prototype was then used to publicly broadcast a competitive match of Rainbow 6: Siege between two of Drexel University's competitive teams. The results of the showing indicated that viewers felt more engaged and that their stream experience had been enhanced.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28546497
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