Review of Esports and Video Game Research With Analysis of “Among Us”Game Casting

Main Article Content

Apirath Limmanee

Abstract

Although research in esports is getting more attention, both in quantity and in scope, the number of publications is still low compared to other important themes. This article aims at introducing researchers from different fields to esports research, thus inspiring more interdisciplinary research regarding this exciting topic. In addition, the article analyzes the currently popular game of “Among Us” in the context of law and criminology. Along this direction, online game streaming and casting are suggested as a means for data collection in qualitative research.

Article Details

Section
Review Articles

References

[1] J.G. Reitman, M.J. Anderson-Coto, M. Wu, J.S. Lee, and C. Steinkuehler, “Esports Research: A Literature Review,” Games and Culture, vol. 15, iss. 1, pp. 32 – 50, 2020.
[2] A. Janusz, D. Slezak, S. Stawicki, and K. Stencel, “SENSEI: An Intelligent Advisory System for the Esports Community and Casual Players,” 2018 IEEE/WIC/ACM International Conference on Web Intelligence (WI), pp. 754 – 757, 2018.
[3] B. Hutchins, “Signs of Meta-Change in Second Modernity: The Growth of e-sport and the World Cyber Games,” New Media & Society, vol. 10, iss. 6, pp. 851 – 869, 2008.
[4] Wikipedia, World Cyber Games 2004, 2019, Wikipedia, viewed December 22, 2020, .
[5] O. Bornemark, “Success factors for E-Sport Games,” Umeå’s 16th Student Conference in Computing Science, pp. 1 – 12, 2013.
[6] L. Rai and G. Yan, “Future Perspectives on Next Generation E-Sports Infrastructure and Exploring Their Benefits,” International Journal of Sports Science and Engineering, vol. 3, iss. 1, pp. 27 – 33, 2009.
[7] Wikipedia, Deep Blue versus Garry Kasparov, 2020, Wikipedia, viewed December 22, 2020, .
[8] Wikipedia, AlphaZero, 2020, Wikipedia, viewed December 22, 2020, .
[9] Wikipedia, AlphaGo, 2020, Wikipedia, viewed December 22, 2020, .
[10] G. Lample and D.S. Chaplot, “Playing FPS Games with Deep Reinforcement Learning,” in Proceedings of AAAI 2017, pp. 2140 – 2146, 2017.
[11] ALPHAGO, viewed December 22, 2020, .
[12] J. Creswell, Research Design: Qualitative, Quantitative, and Mixed Methods Approaches, SAGE Publications, 2009.
[13] J. Hamari and M. Sjöblom, “What is eSports and why do people watch it?” Internet research, vol. 27, pp. 211 – 232, 2017.
[14] D. Lee and L.J. Schoenstedt, “Comparison of Esports and Traditional Sports Consumption Motives," ICHPER-SD Journal of Research, vol. 6, iss. 2, pp. 39 – 44, 2011.
[15] T. Weiss, “Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming,” DIGIT 2008 Proceedings, 2008.
[16] J. Rambusch, P. Jakobsson, and D. Pargman, “Exploring E-sports: A Case Study of Game Play in Counter-Strike,” in Situated Play: The 2007 World Conference of Digital Games Research Association, pp. 157–164, 2007.
[17] J. Rambusch, Mind Games Extended: Understanding Gameplay as Situated Activity (Doctoral Thesis), Linkoepings Universitet, Sweden, 2011.
[18] J. Ash, “Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A, vol. 44, iss. 1, pp. 187 – 203, 2012.
[19] G. Nagel, Use of Eye Tracking for ESports Analytics in A MOBA Game (Master’s Thesis), University of Bergen, Norway, 2017.
[20] E. Olshefski, “Game-Changing Event Definition and Detection in An Esports Corpus,” Proceedings of the 3rd Workshop on EVENTS: Definition, Detection, Conference, and Representation, pp. 77 – 81, 2015.
[21] M. El-Nasr, A. Drachen, and A. Canossa, Game Analytics: Maximizing the Value of Player Data, New York, NY: Springer, 2013.
[22] G. Freeman and D.Y. Wohn, “Social Support in Esports: Building Emotional and Esteem Support from Instrumental Support Interactions in a Highly Competitive Environment,” Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 435 – 447, 2017.
[23] J. Kim, B.C. Keegan, S. Park, and A. Oh, “The Proficiency-Congruency Dilemma: Virtual Team Design and Performance in Multiplayer Online Games,” CHI’16 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 4351 – 4365, 2016.
[24] D. Silver, et al., “Mastering the Game of Go Without Human Knowledge,” Nature, vol. 550, iss. 7676, pp. 354 – 359, 2017.
[25] D.J. Seidmann and A. Stein, “The Right to Silence Helps the Innocent: A Game-Theoretic Analysis of the Fifth Amendment Privilege,” Harvard Law Review, pp. 430 – 510, 2000.
[26] iamSometimes, 2020, เทคนิคการหา Imposter อย่างง่าย ยังไงไปดู – Among Us #14, Available at: https://www.youtube.com/watch?v=YLxV5L6IaFA (Accessed: 22 December, 2020).