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Esports and High Performance HCI

Title
Esports and High Performance HCI
Author(s)
Watson, BenjaminSpjut, JosefKim, JoohwanListman, JenniferKim, SunjunWimmer, RaphaelPutrino, DavidLee, Byungjoo
Issued Date
2021-05-08
Citation
ACM Conference on Human Factors in Computing Systems
Type
Conference Paper
ISBN
9781450380959
Abstract
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. © 2021 Owner/Author.
URI
http://hdl.handle.net/20.500.11750/46935
DOI
10.1145/3411763.3441313
Publisher
Association for Computing Machinery
Related Researcher
  • 김선준 Kim, Sunjun
  • Research Interests Human Computer Interaction; Text Entry; Touch screen; Pointing
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Appears in Collections:
Department of Electrical Engineering and Computer Science Smart Input Device Laboratory 2. Conference Papers

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