WEAVR: Immersive Cross-Reality Experiences in Esports
Lead Participant:
ESL GAMING UK LIMITED
Abstract
"Esports is the term used for describing video games that are played competitively and watched by massive audiences. In 2017, over 388 million people worldwide watched esports, and the number of esports fans is projected to grow a further 50% by 2020 (Newzoo, 2018).
The esports audience, today, truly is an ""audience of the future"" -- esports fans are tech savvy, early adopters and regularly engage with new immersive experiences, such as AR, VR and XR (Nielsen, 2017). Fans are highly social, engaging with each other via chat and social media. The typical esports fan consumes esports broadcast on multiple screens, complementing coverage with statistics and visualisations of game data. In esports, every match ever played is recorded in depth and made publicly available.
This project will produce a new platform called WEAVR that leverages the data-rich environment of esports to transform the way esports -- and, further down the line, physical sports -- are experienced by remote audiences.
WEAVR envisions immersive experiences for remote audiences that seamlessly stretch across virtual and physical spaces, multiple displays, mobile devices, VR video telepresence and augmented reality overlays, enabling viewers to teleport in between the live arena, virtual game worlds and augmented living rooms. Responding to the fans' eagerness to learn and to become better players, WEAVR will create cross-reality spaces in which fans immerse themselves in high fidelity statistics, visualisations and data-driven stories that give them deep insights into the live match. WEAVR will move away from linear ""one-for-all"" coverage towards hyper-personalised. WEAVR experiences are tailored to each viewer's interests, fully interactive, and provide individualised insights by comparing each viewer's own amateur performance statistics to those of professional players. Viewers will be able to share their individual viewing experiences with other WEAVR users and via social networks in real-time, blurring the boundaries between consuming and creating.
WEAVR will integrate large-scale, live audience analytics, enabling this project to generate insight into how audiences of the future engage in immersive experiences, and how this engagement can be exploited commercially. Through a consortium that includes ESL, the largest esports content producer in the world, as well as leading academics and innovators across VR / AR, AI, data-driven content production and broadcast, WEAVR will transform the experiences of millions of esports fans."
The esports audience, today, truly is an ""audience of the future"" -- esports fans are tech savvy, early adopters and regularly engage with new immersive experiences, such as AR, VR and XR (Nielsen, 2017). Fans are highly social, engaging with each other via chat and social media. The typical esports fan consumes esports broadcast on multiple screens, complementing coverage with statistics and visualisations of game data. In esports, every match ever played is recorded in depth and made publicly available.
This project will produce a new platform called WEAVR that leverages the data-rich environment of esports to transform the way esports -- and, further down the line, physical sports -- are experienced by remote audiences.
WEAVR envisions immersive experiences for remote audiences that seamlessly stretch across virtual and physical spaces, multiple displays, mobile devices, VR video telepresence and augmented reality overlays, enabling viewers to teleport in between the live arena, virtual game worlds and augmented living rooms. Responding to the fans' eagerness to learn and to become better players, WEAVR will create cross-reality spaces in which fans immerse themselves in high fidelity statistics, visualisations and data-driven stories that give them deep insights into the live match. WEAVR will move away from linear ""one-for-all"" coverage towards hyper-personalised. WEAVR experiences are tailored to each viewer's interests, fully interactive, and provide individualised insights by comparing each viewer's own amateur performance statistics to those of professional players. Viewers will be able to share their individual viewing experiences with other WEAVR users and via social networks in real-time, blurring the boundaries between consuming and creating.
WEAVR will integrate large-scale, live audience analytics, enabling this project to generate insight into how audiences of the future engage in immersive experiences, and how this engagement can be exploited commercially. Through a consortium that includes ESL, the largest esports content producer in the world, as well as leading academics and innovators across VR / AR, AI, data-driven content production and broadcast, WEAVR will transform the experiences of millions of esports fans."
Lead Participant | Project Cost | Grant Offer |
---|---|---|
ESL GAMING UK LIMITED | £1,601,020 | £ 800,510 |
  | ||
Participant |
||
FOCAL POINT VR LTD | £674,321 | £ 472,025 |
DOCK 10 LIMITED | £612,444 | £ 306,222 |
UNIVERSITY OF YORK | £1,237,419 | £ 1,237,419 |
FUTURE VISUAL LTD | £560,000 | £ 392,000 |
CYBULA LIMITED | £273,072 | £ 191,150 |
REWIND FX | £791,802 | £ 554,261 |
UNIVERSITY OF YORK |
People |
ORCID iD |
Andrew Gifford (Project Manager) |