Skip to main content
Log in

Implementation of user playstyle coaching using video processing and statistical methods in league of legends

  • Published:
Multimedia Tools and Applications Aims and scope Submit manuscript

Abstract

Recently, the game market is growing rapidly with the growth of e-sports. In particular, the market for League of Legends games continues to grow. Massively Online Battle Arena (MOBA) games have grown to become a massive industry, projected to reach over 140 billion USD worth of market value. Many users learn the League of Legends game, but their skills do not improve. Current analysis of the player’s manual playback through visual media such as video is the most common method. Therefore, this paper extracts data from gameplay videos and analyzes intuitive gameplay “styles” in the popular MMO game League of Legends to provide coaching-specific information. we were able to classify whether the player is cooperative and aggressive, but if additional information which we did not extract nor process like map vision were taken into account, Big Data and Machine Learning could come into play.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10

Similar content being viewed by others

References

  1. Aran O, Biel JI, Gatica-Perez D (2014) Broadcasting oneself: Visual discovery of vlogging styles. IEEE Transactions on Multimedia 16(1):201–215. https://doi.org/10.1109/TMM.2013.2284893

    Article  Google Scholar 

  2. Bermejo F (2009) Audience manufacture in historical perspective: From broadcasting to Google. New Media & Society 11(1–2):133–154. https://doi.org/10.1177/1461444808099579

    Article  Google Scholar 

  3. Bucher T, Helmond A (2017) The affordances of social media platforms. In: Burgess J, Marwick A, Poell T (eds) The SAGE handbook of social media. Sage Publications, Thousand Oaks, pp 233–253

    Google Scholar 

  4. Cha H, Kwak P Rodriguez Y, Ahn S (2007) MoonI Tube , You Tube , everybody Tubes : Analyzing the world ’ s largest user generated content video system. IMC’07, October 24–26, San Diego, California, USA, https://doi.org/10.1145/1298306.1298309

  5. Chau C (2010) YouTube as a participatory culture, New Directions for Youth Development, 2010 (128) (2010), pp. 65–74, https://doi.org/10.1002/yd.376

  6. Chen Y-S, Lin C-K, Lin C-Y, Chuang H-M, Wang L-C (2017) Electronic commerce marketing-based social networks in evaluating competitive advantages using SORM. International Journal of Social and Humanistic Computing 2(3):261–277

    Article  Google Scholar 

  7. Churchill BCB, Xu W (2016) The modem nation: A first study on Twitch.TV social structure and player/game relationships, Proceedings - 2016 IEEE international conferences on big data and cloud computing, BDCloud 2016, social computing and networking, SocialCom 2016 and sustainable computing and communications, SustainCom (2016), pp. 223–228, https://doi.org/10.1109/BDCloud-SocialCom-SustainCom.2016.43

  8. Claypool M, Farrington D, Muesch N (2016, 2015) Measurement-based analysis of the video characteristics of Twitch.tv. IEEE games entertainment media conference, GEM. https://doi.org/10.1109/GEM.2015.7377227

  9. Costa L, Magalhaes S, Correa AC, Souza F, Carlos M (2019) An approach for team composition in league of legends using genetic algorithm. IEEE Trans 72(4):52–61

    Google Scholar 

  10. Deuze M (2006) Ethnic media, community media and participatory culture. Journalism 7(3):262–280. https://doi.org/10.1177/1464884906065512

    Article  Google Scholar 

  11. Evren T, Kargün M, Pala A, Yazarer İ (2019) Spora Yenilikçi Yaklaşim: E-SPOR. (Turkish). Journal of International Social Research 12(66):1423–1434

    Article  Google Scholar 

  12. Festinger L (1954) A theory of social comparison processes. Human Relations 7(2):117–140. https://doi.org/10.1177/001872675400700202

    Article  Google Scholar 

  13. Fuchs C (2014) Digital prosumption labour on social media in the context of the capitalist regime of time. Time & Society 23(1):97–123. https://doi.org/10.1177/0961463X13502117

    Article  Google Scholar 

  14. Gandolfi E (2016) To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. Journal of Gaming & Virtual Worlds 8(1):63–82. https://doi.org/10.1386/jgvw.8.1.63_1

    Article  Google Scholar 

  15. Gaver WW (1991) Technology affordances. Proceedings of the SIGCHI conference on Human factors in computing systems Reaching through technology - CHI 91:79–84. https://doi.org/10.1145/108844.108856

    Article  Google Scholar 

  16. Gaver WW (1996) Situating action II: Affordances for interaction - the social is material for design. Ecological Psychology 8(2):111–129. https://doi.org/10.1207/s15326969eco0802_2

    Article  MathSciNet  Google Scholar 

  17. Gräve J-F (2017) Exploring the perception of influencers vs. Traditional celebrities. Proceedings of the 8th international conference on social media & society - #SMSociety17 28:1–5. https://doi.org/10.1145/3097286.3097322

    Article  Google Scholar 

  18. Haimson OL, Tang JC (2017) What makes live events engaging on Facebook live, periscope, and Snapchat. Proceedings of the 2017 CHI conference on human factors in computing systems - CHI 17:48–60. https://doi.org/10.1145/3025453.3025642

    Article  Google Scholar 

  19. Hamari J (2013) Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications 12(4):236–245. https://doi.org/10.1016/j.elerap.2013.01.004

    Article  Google Scholar 

  20. Hamari J (2017) Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior 71:469–478. https://doi.org/10.1016/j.chb.2015.03.036

    Article  Google Scholar 

  21. Hamari J, Koivisto J, Sarsa H (2014) Does gamification work? - a literature review of empirical studies on gamification. Proceedings of the annual Hawaii international conference on system sciences:3025–3034. https://doi.org/10.1109/HICSS.2014.377

  22. Hamilton WA, Garretson O, Kerne A (2014) Streaming on twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI conference on human factors in computing systems:1315–1324. https://doi.org/10.1145/2556288.2557048

  23. Hilvert-Bruce Z, Neill JT, Sjöblom M, Hamari J (2018) Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior 84:58–67. https://doi.org/10.1016/j.chb.2018.02.013

    Article  Google Scholar 

  24. Holland M (2016) How YouTube developed into a successful platform for user-generated content. Elon Journal 7, 52(1):–69

  25. Hou J, Yang X, Panek E (2020) How about playing games as a career? The evolution of E-sports in the eyes of mainstream media and public relations. International Journal of Sport Communication 13(1):1–21

    Article  Google Scholar 

  26. Joinson N (2008) ‘Looking at’, ‘looking up’ or ‘keeping up with’ people? Motives and uses of Facebook. CHI 2008 Proceedings: Online social networks:1027–1036 https://doi.org/10.1145/1357054.1357213

  27. Kaytoue M, Silva A, Cerf L (2012) Watch me playing, i am a professional: A first study on video game live streaming. Proceedings of the 21st international conference companion on world wide web:1181–1188. https://doi.org/10.1145/2187980.2188259

  28. Khamis S, Ang L, Welling R (2017) Self-branding, ‘micro-celebrity’ and the rise of social media influencers. Celebrity Studies 8(2):191–208. https://doi.org/10.1080/19392397.2016.1218292

    Article  Google Scholar 

  29. Khan M (2017) Social media engagement: What motivates user participation and consumption on YouTube? Computers in Human Behavior 66:236–247. https://doi.org/10.1016/j.chb.2016.09.024

    Article  Google Scholar 

  30. Kim J (2012) The institutionalization of youtube: From user-generated content to professionally generated content. Media, Culture & Society 34(1):53–67. https://doi.org/10.1177/0163443711427199

    Article  Google Scholar 

  31. Sharahina LV, Boguslavskaja VV, Azizulova AO, Budnik EA (2018) E-sport community media platforms. Saint Petersburg Electrotechnical University, Iss 4(5):85–96

  32. Sharma MK, Anand N, Varghese M (2018) Case report on implication of E-sport for changing platform of expression of bullying. Asian Journal of Psychiatry 34:16–17

    Article  Google Scholar 

  33. Xu Z (2017) The analytics and applications on supporting big data framework in wireless surveillance networks. International Journal of Social and Humanistic Computing 2(3):141–149. https://doi.org/10.1504/IJSHC.2017.084732

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Byeongtae Ahn.

Additional information

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Kim, S., Kim, D., Ahn, H. et al. Implementation of user playstyle coaching using video processing and statistical methods in league of legends. Multimed Tools Appl 80, 34189–34201 (2021). https://doi.org/10.1007/s11042-020-09413-4

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11042-020-09413-4

Keywords

Navigation