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Special Interest Group : The Present and Future of Esports in HCI

Kriglstein, Simone (author)
Masaryk Univ, Brno, Czech Republic.;AIT Austrian Inst Technol GmbH, Seibersdorf, Austria.;Univ Vienna, Fac Comp Sci, Vienna, Austria.
Martin-Niedecken, Anna Lisa (author)
Zurich Univ Arts, Zurich, Switzerland.
Turmo Vidal, Laia (author)
Uppsala universitet,Människa-datorinteraktion
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Klarkowski, Madison (author)
Univ Saskatchewan, Saskatoon, SK, Canada.
Rogers, Katja (author)
Univ Waterloo, Stratford Sch Interact Design & Business, Waterloo, ON, Canada.
Turkay, Selen (author)
Queensland Univ Technol, Brisbane, Qld, Australia.
El-Nasr, Magy Seif (author)
Univ Calif Santa Cruz, Santa Cruz, CA 95064 USA.
Marquez Segura, Elena (author)
Univ Carlos III Madrid, Madrid, Spain.
Drachen, Anders (author)
Univ York, York, N Yorkshire, England.
Hamalainen, Perttu (author)
Aalto Univ, Espoo, Finland.
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Masaryk Univ, Brno, Czech Republic;AIT Austrian Inst Technol GmbH, Seibersdorf, Austria.;Univ Vienna, Fac Comp Sci, Vienna, Austria. Zurich Univ Arts, Zurich, Switzerland. (creator_code:org_t)
2021-05-08
2021
English.
In: Extended abstracts of the 2021 CHI conference on human factors in computing systems (CHI'21). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380959
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • 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.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Computer Sciences (hsv//eng)

Keyword

esports
communities
spectatorship experience
health
training
education
mixed reality
streaming

Publication and Content Type

ref (subject category)
kon (subject category)

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