Abstract
Rapidly gaining in mainstream appeal, esports constitute a phenomenon at the intersection of different Human-Computer Interaction (HCI) perspectives—relating to games user research, multifaceted aspects of game design for performance and entertainment, design and support of social or interpersonal interaction, inclusion vs. toxicity in online communities, visualization of esports data, subdomains like physical esports, as well as connections with education and health contexts. This special interest group (SIG) will provide a space for HCI researchers and practitioners to connect and discuss themes at the intersection of HCI and esports. It will serve as a starting point for mapping the esports design and research landscape in order to identify and pursue opportunities for research, to increase awareness for collaboration in this domain within the HCI community, to share experiences and knowledge, and to establish a community to shape the future of esports.
Original language | English |
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Pages | 1-4 |
Number of pages | 4 |
DOIs | |
Publication status | Published - 8 May 2021 |
MoE publication type | Not Eligible |
Event | ACM SIGCHI Annual Conference on Human Factors in Computing Systems - Virtual, Online, Yokohama, Japan Duration: 8 May 2021 → 13 May 2021 https://chi2021.acm.org/ |
Conference
Conference | ACM SIGCHI Annual Conference on Human Factors in Computing Systems |
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Abbreviated title | ACM CHI |
Country/Territory | Japan |
City | Yokohama |
Period | 08/05/2021 → 13/05/2021 |
Internet address |
Keywords
- esports
- communities
- spectatorship experience
- health
- training
- education
- mixed reality
- streaming