Classification of Team Behaviors in Sports Video Games

Author(s):  
C. Thurau ◽  
T. Hettenhausen ◽  
C. Bauckhage
Keyword(s):  
Keyword(s):  

Video games and players come in a variety of different forms, but are usually lumped together in a single group of “gamers” or “games.” This is a shortsighted view, especially in regards to research. Video games and players must be discussed in as much depth as possible to provide a foundation for being able to have a discussion about anything involving video games or the people that play them. The way video games are currently talked about needs to be observed and understood so that it can be improved. That way, individuals that play different kinds of games can be understood as more than just “gamers,” and the games they play can be understood for all of the nuance that they have.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jacqueline Alma

The authors present a first study for the classification of the video games from a synchronic and diachronic perspective, in relation to the notion of phaneroscopy. The chapter analyzes categories of interactive design and communicability. In addition, there is a constant interrelation among the components of the multimedia systems aimed at entertainment in the late 20th century with the so-called “Z generation,” in the era of the expansion of communicability, and through the latest video game technologies, which allow the functioning of those interactive systems.


2021 ◽  
Vol 11 (5) ◽  
pp. 2149
Author(s):  
Moumita Sen Sarma ◽  
Kaushik Deb ◽  
Pranab Kumar Dhar ◽  
Takeshi Koshiba

Sports activities play a crucial role in preserving our health and mind. Due to the rapid growth of sports video repositories, automatized classification has become essential for easy access and retrieval, content-based recommendations, contextual advertising, etc. Traditional Bangladeshi sport is a genre of sports that bears the cultural significance of Bangladesh. Classification of this genre can act as a catalyst in reviving their lost dignity. In this paper, the Deep Learning method is utilized to classify traditional Bangladeshi sports videos by extracting both the spatial and temporal features from the videos. In this regard, a new Traditional Bangladeshi Sports Video (TBSV) dataset is constructed containing five classes: Boli Khela, Kabaddi, Lathi Khela, Kho Kho, and Nouka Baich. A key contribution of this paper is to develop a scratch model by incorporating the two most prominent deep learning algorithms: convolutional neural network (CNN) and long short term memory (LSTM). Moreover, the transfer learning approach with the fine-tuned VGG19 and LSTM is used for TBSV classification. Furthermore, the proposed model is assessed over four challenging datasets: KTH, UCF-11, UCF-101, and UCF Sports. This model outperforms some recent works on these datasets while showing 99% average accuracy on the TBSV dataset.


Author(s):  
Ho Keat Leng ◽  
Ibrahim Mohamad Rozmand ◽  
Yu Hong Low ◽  
Yi Xian Philip Phua

Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studies showed similar findings where respondents in the single player group reported higher recall and recognition rates when compared to respondents in the multi-player group. These findings suggest that the social environment can affect the effectiveness of in-game advertisements.


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