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Authors
Abstract(s)
In the past years, the entertainment industry has focused more and more on the digital evolution
of entertainment and through this the popularity of videogames has seen a rise. Consequently,
the competitive side of videogames rose along with them. These videogames competitions, or
esports for short, create a plethora of interest from many different stakeholders in the videogame
industry. More specifically competitive videogame organizations have risen in the past years.
These organizations go through several steps to guarantee the best possible results come from their
matches. Therefor there is a big focus on analysing past matches to evolve throughout time with
the mistakes and errors made by the players. The amount of data created from these games that
requires analysis is huge and that deters many regular players from trying to convey knowledge
from it, in professional teams, coaches and analysts take care of this process. In previous projects,
our colleagues developed an application that focused on analysing multiple matches of League of
Legends and infer helpful data for both players and their teams through multiple visualization and
analysis techniques. We had the goal of analysing these previous projects and attempt to apply
similar techniques to new games and datasets. To achieve this, we set out to build a dataset of
games for a new game type, with the intention to replicate past studies. Unfortunately it was
not possible to conclude the creation of the dataset, and therefore we looked once again back to
League of Legends to create a web application that could focus on telemetry data from players
of League of Legends. This prototype was built to facilitate the gathering and analysis of player
telemetry data. Finally we decided to evaluate the usability of our application through the use of a
testing group for which we used the System Usability Scale (SUS).
Description
Tese de Mestrado, Engenharia Informática, 2024, Universidade de Lisboa, Faculdade de Ciências
Keywords
Dados temporais de jogadores Aplicações de web Esports Análise de dados de utilizadores League of Legends Teses de mestrado - 2024
