Categories
video game research

Antwerp’s First Student Game Hub

Yesterday we officially opened the new AP Gaming Hub, the first of its kind in the beautiful city of Antwerp. To think this all started already over two years ago with two students with the weird names Spider (Olivier Bocklandt) and Ehz (Wesley van der Kraan) asking us to find a way to give esports students a more official place at AP University of Applied Sciences & Arts.

And so my partner in crime Laura Herrewijn and I, we got busy! We’re both gamers, we research games, we pretty much live for games. A cry for help of a gamer could not be ignored!

First up, we helped the students get an online community up and running, recruiting gaming IT students to join our Discord server (oddly enough not all IT students game. Who are you, people!). But soon, students from across the AP galaxy would find their new home.

Next? Hosting the Belgian Student League finals. What better place than our campus which is pretty much the center of the universe, amirite? (Disclaimer: I’m not actually from Antwerp but out of fear of being rejected I fully endorse the idea that everything outside of Antwerp is considered a parking lot). And yes, our Rocket League won <3.

Our Rocket League team kicking ass and taking names at the Belgian Student League Finals 2024

We’re not done yet. What about… an AP Minecraft server? And a little event with free Red Bull! Yes, free energy drinks still attract students like a moth to a flame. Genius! (I need to start handing these out in class.) Our new server (set up by Stijn Voeten) even hosts a virtual copy of our campus, created by our very own Ymke Schoofs. A campus within a campus. Inception at its finest (we are still trying to figure out if we can keep students better engaged in our classes if they lose all sense of reality).

Our Red Bull sponsored Minecraft event attracted students from all over Antwerp.

Meanwhile a new project was slowly taking shape: a place for the gaming student to call their own. A little piece of gaming heaven where they can get together with old friends and meet new,… to hang, play, practice, and compete. A far fetched dream quickly became reality thanks to AP’s understanding of how important gaming can be at so many levels: problem solving, communication, teamwork, creative thinking, .. (Did you know Warcraft raid leading used to be considered a positive skill for applying to management roles?)

So we got together with our colleagues at AP’s Student Center, managed to land a budget, and the ball got rolling. Today, not only do we have a beautiful and cosy gaming space with 5 high-end PCs, a Playstation 5 and Switch 2, and the ability to broadcast games, but we also have an official student gaming community who will be taking care of the hub! (Laura and I can finally take a little break)

Our game PCs in beautiful AP red.

And now? It’s time to game I guess. But not just the students. We will be organising more lecturer VS student events, a couple of in-house tournaments, and more! (Free energy drinks are also welcome, sponsors, contact me;))


To end this long post, I believe a shout out is in order.

First of all of course, Laura Herrewijn, my favorite colleague and researcher. We pwnd this 😀 It took a ton of extra time next to our dailies (excuse my game speech), we’re pretty exhausted, but satisfied. Let’s not do a project like this again any time soon. Still, it was so worth it 😉

Robin and Io, you both jumped in and lightened the load <3.

Of course, everyone who supported us, gave us the extra time, budget, and made things happen in the upper circles Yves, Kelly, Veerle, Wim, Gert, Annick.

A big thanks of course to our principal Pascale De Groote for her support and the inspiring speech at our opening (and at the Game UX Summit!).

Davy and Gary, you guys helped sell the idea and so much more.

Let’s not forget the most important people: our students, whose enthusiasm convinced us we were on the right track, and who supported us all the way.

Little side note: this post was not written in your typical LinkedIn business style. Or soulless ChatGPT style. I thought, let’s make it a little “more human than human”. To keep quoting movies: “why so serious!”

GG all

BTW: Laura and I do all things game ux related. Want to try out biometrics and see how you can make your game even more stressful? Send us a message! 😉
Categories
video game research

BEAT: Better Esports Analytics for Teams

Laura Herrewijn and I begin a 2 year project where we will focus on creating better analytics for esports teams.
https://www.ap.be/project/better-esports-analytics-teams (Dutch)

Categories
video game research

AP X JEF talking esports

Check out JEF’s interviews with esports experts (Laura Herrewijn and I included) to explain the new generation the benefits of esports. https://www.jeugdfilm.be/blog/alles-over-e-sports (Dutch)

Categories
video game research

AP University’s Rocket League team wins Belgian Student League

Laura Herrewijn and I helped our students launch their own esports community. To celebrate its existance, we hosted the Belgian Student League’s finals at our uni! Our brand new Rocket League team won first place vs PXL!
https://www.ap.be/artikel/ap-spartans-gamen-zich-naar-top-van-belgian-student-league (Dutch)

Categories
video game research

Spectator LF Streamer / CHI PLAY 2023

Last month, Laura traveled all the way to Canada to present our work on enhancing the game stream discovery experience 🔍🎮 at the CHI PLAY conference. Based on an online survey among game spectators, our paper outlines three design goals that could enhance the exploration experience on game streaming platforms such as Twitch.

Want to learn more? Do check out our poster and paper below, or send us an email!

Categories
video game research

Enhancing the Esports Experience

Laura Herrewijn and I had the honour of organising the first E3: Enhancing the Esports Experience workshop at the CHIRA conference in Rome🇮🇹 last week. Inspiring papers and talks, and what a bunch of wonderful people to connect with. (also, what a great city and amazing food!🍕🍝)

We’d like to thank all of the authors for their hard work and great talks (alessandro franzò, Minglei Wang, Tomáš Pagáč, Danielle Langlois). This could not have been possible without our amazing organisers (Pejman Mirza-Babaei, Günter Wallner, Simone Kriglstein) and the rest of our program committee (Wim Casteels, Florian Gnadlinger, Francisco Gutiérrez, Aqeel Haider, Danielle Langlois, Tomáš Pagáč and David Walewijns).

Thanks so much ❤️ and see you at the next one in 2024! 🕹️

Here’s an overview of the papers presented. Shoot me a message if you’d like the full texts!

Title: Initial Developments of Teamwork and Mental Health Focused Minigames for the Purpose of Esports Training
Authors: Danielle Langlois , Simone Kriglstein
Abstract:
Esports professionals have to cope with a lot of stress and really need to be in sync with their teammates in order to perform at their highest capability. As part of an ongoing project, we are working toward a battery of minigames aimed at helping esports professionals train their teamwork skills and improve their mental health. Proposed ideas include modules focused on meditation, teaching coping mechanisms for difficult social scenarios via visual novel, and synchronized breathing exercises. Each of these has pros and cons. With these ideas, we hope to further workshop and develop engaging minigames which can later be user tested.

Title: Power to the Spectator: Towards an Enhanced Video Game Stream Discovery Experience
Authors: Laura Herrewijn & Sven Charleer
Abstract:
Game streaming platforms like Twitch could benefit from more user control and transparency in recommendations. In this paper, we highlight the importance of allowing users to customise their streaming experience through three design goals: Social Interaction, Captivation, and Knowledge Acquisition, the latter addressing both skill improvement and serendipity. We discuss the preliminary results of our on-going iterative and user-centred design process aimed at improving the exploration experience for game spectators. More specifically we report on the results of co-design research to explore the parameters necessary for game spectators’ enhanced control over their game stream discovery experience.

Title: Gamers’ Eden: Gaming houses, their fuctioning, and their role inside the Esports Ecosystem
Authors: alessandro franzò
Abstract:
The current paper aims to analyse the complex array of practices entailed by teams and esports professionals by looking at one of the most peculiar phenomena of the esports field: gaming houses, i.e. the “co-operative living arrangement[s] where several players of video games, usually professional esports players, live in the same residence” (‘Gaming House’, 2022). These structures represent ideal hives to nurture new talents and workspaces for new-fangled professions (Bányai et al., 2020; Freeman & Wohn, 2019), allegedly constituting the prototypical breeding ground for an esports professional (Can, 2018). Representing one of the first attempts to assess the role of gaming houses as emerging esports spaces based on new forms of playbour (Goggin, 2011; Kücklich, 2005) and production of and by users (Hyysalo et al., 2016), the paper comprises an innovative literature review methodology to shed light on how the technological, material, and social elements are enacted through gaming houses’ activities, which mirror the ones entailed by digital platforms (Alaimo et al., 2020). As a matter of fact, through the three moves of encoding, aggregating and computing users’ interactions (Alaimo & Kallinikos, 2017), gaming houses (re)produce virtual and analogical goods, translating consumer practices and reshaping the gaming industry by constituting spatialised nodes in the broader esports ecosystem (Hölzle et al., 2022; Yström & Agogué, 2020). Finally, the contribution will critically engage with what is insiders depict as ultimate professionalising tools to see how their socio-material network may represent a privileged empirical ground for assessing how the esports ecosystem adopts new paradigms of work-life balance and users’ production (Hyysalo et al., 2016; Scholz, 2019), thus leading to a further reflection on the nature of play and working practices in our contemporary network society (Castells, 1996).

Title: The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming
Authors: Minglei Wang
Abstract:
AI win prediction is widely used in the live streaming of Esports games, with the assumption that it is capable of significantly enhancing the viewing experience and providing valuable information to spectators. However, there is very little empirical research to demonstrate the actual attitudes and feelings of spectators towards AI win prediction. This paper describes an ongoing study from the perspective of communication effectiveness that aims to bridge this gap and explore some possible influencing factors, which could provide a scientific basis for better presenting AI prediction information in future Esports live streaming, thus further improving the viewing experience and engagement of spectators. This study has not yet officially begun on a large scale, so this paper primarily reports primary results from in-depth in-terviews, as a pilot study for the formal survey experiment. The perceived usefulness, the balance between credibility, accuracy, and dramatic effects, and the anthropomorphic image are mainly discussed.

Title: Using Audience Avatars to Increase Sense of Presence in Live-Streams
Authors: Tomáš Pagáč , Simone Kriglstein
Abstract:
Social interactions and the sense of presence are important for the spectatorship experience in live-streams. In large audiences, communication gets harder and viewers participate less. This paper explores the possibility of representing an audience using animated avatars to increase the sense of presence and potentially move some traffic from the chat window to the avatars. We discuss the motivations for and the challenges in creating an audience avatar interface.

Categories
video game research

CHIRA 2023 Enhancing Esports Experiences Special Session

Laura Herrewijn and I are co-chairing the new E3 Special Session at CHIRA, Rome, Italy. Hope to see you there!

A big thanks to helping us organise this:
Simone Kriglstein
Günter Wallner
Pejman Mirza-Babei

And the rest of our program committee:

Wim Casteels
Florian Gnadlinger
Francisco Gutiérrez
Aqeel Haider
Danielle Kathryn Langlois
Tomáš Pagác
David Walewijns

Categories
video game research

Game Usability 2nd Edition: the Definitive Book on Game UX is out!

Thank you Celia Hodent for inviting me to co-author the chapter on “eSports UX” with Laura Levy and Taylor Wright.