TY - GEN
T1 - Esports and High Performance HCI
AU - Watson, Benjamin
AU - Spjut, Josef
AU - Kim, Joohwan
AU - Listman, Jennifer
AU - Kim, Sunjun
AU - Wimmer, Raphael
AU - Putrino, David
AU - Lee, Byungjoo
N1 - Publisher Copyright:
© 2021 Owner/Author.
PY - 2021/5/8
Y1 - 2021/5/8
N2 - Competitive esports is a growing worldwide phenomenon now rivaling traditional sports, with over 450 million views and 1 billion US dollars in revenue each year. For comparison, Major League Baseball has 500 million views and $10 billion in revenue, FIFA Soccer 900 million and $1.6 billion. Despite this significant popularity, much of the world remains unaware of esports - and in particular, research on and for esports is still extremely scarce compared to esports' impact and potential. The Esports and High Performance HCI (EHPHCI) workshop will begin addressing that research gap. In esports, athletes compete through the computer interface. Because this interface can make the difference between winning and losing, esports athletes are among the most expert computer interface users in the world, as other athletes are experts in using balls and shoes in traditional sports. The premise of this workshop is that people will apply esports technology broadly, improving performance in a wide range of human activity. The workshop will gather experts in engineering, human factors, psychology, design and the social and health sciences to discuss this deeply multidisciplinary enterprise.
AB - Competitive esports is a growing worldwide phenomenon now rivaling traditional sports, with over 450 million views and 1 billion US dollars in revenue each year. For comparison, Major League Baseball has 500 million views and $10 billion in revenue, FIFA Soccer 900 million and $1.6 billion. Despite this significant popularity, much of the world remains unaware of esports - and in particular, research on and for esports is still extremely scarce compared to esports' impact and potential. The Esports and High Performance HCI (EHPHCI) workshop will begin addressing that research gap. In esports, athletes compete through the computer interface. Because this interface can make the difference between winning and losing, esports athletes are among the most expert computer interface users in the world, as other athletes are experts in using balls and shoes in traditional sports. The premise of this workshop is that people will apply esports technology broadly, improving performance in a wide range of human activity. The workshop will gather experts in engineering, human factors, psychology, design and the social and health sciences to discuss this deeply multidisciplinary enterprise.
KW - esports
KW - expert interaction techniques
KW - expert users
UR - http://www.scopus.com/inward/record.url?scp=85105817174&partnerID=8YFLogxK
U2 - 10.1145/3411763.3441313
DO - 10.1145/3411763.3441313
M3 - Conference contribution
AN - SCOPUS:85105817174
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021
PB - Association for Computing Machinery
T2 - 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI EA 2021
Y2 - 8 May 2021 through 13 May 2021
ER -