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Live Feedback for Training Through Real-Time Data Visualizations: A Study with League of Legends

Published: 31 October 2022 Publication History

Abstract

With competitive gaming on the rise, players have developed an increased interest in data-driven feedback of their in-game performance. In many cases, this feedback is presented visually post-play but live companions that provide real-time analytics are gaining more and more attention. However, the design of such systems poses different requirements which have been little explored from a scholarly point of view.
In this paper, we report on a study of two visualizations - a physical and digital one - providing live feedback to League of Legends players designed based on a community survey (N= 175) and expert input. We further discuss results of a qualitative evaluation with 13 players and an expert, touch upon potential benefits and drawbacks of physical and digital implementations, and present derived design considerations and challenges for such real-time data visualizations, revolving around issues of information density, contextualization, representation, and a diverse range of user needs.

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue CHI PLAY
CHI PLAY
October 2022
986 pages
EISSN:2573-0142
DOI:10.1145/3570219
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 31 October 2022
Published in PACMHCI Volume 6, Issue CHI PLAY

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  1. data physicalization
  2. gameplay visualization
  3. training

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  • (2024)Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36771078:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)A Feature Comparison Study of Live Companion Tools for Esports GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650004(1-11)Online publication date: 21-May-2024
  • (2024)Characterizing and Quantifying Expert Input Behavior in League of LegendsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642588(1-21)Online publication date: 11-May-2024
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  • (2023)Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36110587:CHI PLAY(1002-1024)Online publication date: 4-Oct-2023

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