@inproceedings {27106,
	title = {GameStory Task at MediaEval 2019},
	journal = {Proceedings of MediaEval 2019},
	year = {2019},
	month = {10/2019},
	publisher = {CEUR Workshop Proceedings (CEUR-WS.org)},
	abstract = {Game video streams are watched by millions, so that, meanwhile, one can make a living from broadcasting and commenting video games, whereas some have become professional e-sports athletes. E-sports leagues and tournaments have emerged worldwide, where players compete in controlled environments, streaming the matches online, and allowing the audience to discuss and criticize the game- play. In the GameStory task, held for the second time at MediaEval, we foster research into this exciting domain. Our focus is on an- alyzing and summarizing video game streams. With the help of\&nbsp;ZNIPE.tv, we compiled a high-quality dataset of a\&nbsp;Counter-Strike: Global Offensive\&nbsp;tournament alongside ground truth labels for two analysis tasks, forming a basis for summarization.},
	author = {Lux, Mathias and Riegler, Michael and Dang-Nguyen, Duc-Tien and Pirker, Johanna and Potthast, Martin and Halvorsen, P{\r a}l}
}
@inproceedings {26587,
	title = {Summarizing E-Sports Matches and Tournaments: The Example of Counter-Strike: Global Offensive},
	journal = {International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE)},
	year = {2019},
	publisher = {ACM},
	abstract = {That video and computer games have reached the masses is a well known fact. Furthermore, game streaming and watching other people play video games is another phenomenon that has outgrown its small beginning by far, and game streams, be it live or recorded, are today viewed by millions. E-sports is the result of organized leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize, just like in physical sports. \&nbsp;However, as traditional sports, e-sports matches may be long and contain less interesting parts, introducing the challenge of producing well directed summaries and highlights.\&nbsp;In this paper, we describe our efforts to approach the game streaming and e-sports phenomena from a multimedia research point of view. We focus on the challenge of summarizing matches from specific relevant game, Counter-Strike: Global Offensive (CS:GO). We survey related work, describe the rules and structure of the game and identify the main challenges for summarizing e-sports matches. With this contribution, we aim to foster multimedia research in the area of e-sports and game streaming.},
	author = {Lux, Mathias and Halvorsen, P{\r a}l and Dang-Nguyen, Duc-Tien and H{\r a}kon Kvale {Stensland} and Kesavulu, Manoj and Potthast, Martin and Riegler, Michael}
}
@inproceedings {26274,
	title = {GameStory Task at MediaEval 2018},
	journal = {Proceeding of the MediaEval Benchmarking Initiative for Multimedia Evaluation},
	year = {2018},
	month = {10/2018},
	publisher = {CEUR Workshop Proceedings},
	abstract = {That video games have reached the masses is well known. Moreover, game streaming and watching other people play video games is a phenomenon that has outgrown its small beginnings. Game video streams, be it live or recorded, are viewed by millions. E-sports is the result of organized leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize, just like in physical sports. In the GameStory task, taking place the first time in 2018, we approach the game streaming and e-sports phenomena from a multimedia research side. We focus on the task of summarizing matches using a specific relevant game,\&nbsp;Counter-Strike: Global Offensive, as a case study. With the help of ZNIPE.tv, we provide a data set of high quality data and meta data from competitive tournaments and aim to foster research in the area of e-sports and game streaming.},
	author = {Lux, Mathias and Riegler, Michael and Dang-Nguyen, Duc-Tien and Larson, Marcus and Potthast, Martin and Halvorsen, P{\r a}l}
}
@inproceedings {26275,
	title = {Team ORG @ GameStory Task 2018},
	journal = {Proceeding of the MediaEval Benchmarking Initiative for Multimedia Evaluation},
	year = {2018},
	month = {10/2018},
	publisher = {MediaEval},
	abstract = {This paper describes the approach of the organizers{\textquoteright} team for a submission to the GameStory task at MediaEval 2018. Goal of the task is to provide a summary of a \&nbsp;match of Counter Strike: Global Offensive\&nbsp;(CS:GO), a popular e-sports game, that boils down a long game to it{\textquoteright}s most important events and delivers a story on the progress of the match. Our approach was to provide match statistics and overlay them with events and highlights of the game. We focused on ends of critical rounds, i.e. the rounds where one team took the lead over the other one, and kill streaks, where one player eliminated a substantial number of other players in short time.\&nbsp;},
	author = {Lux, Mathias and Riegler, Michael and Dang-Nguyen, Duc-Tien and Larson, Marcus and Potthast, Martin and Halvorsen, P{\r a}l}
}
