

The temporal distribution of the within-team distances of professional and high-skilled teams also generally follows patterns distinct from lower skill ranks.Īlthough it seems intuitive for firms to leverage social connections and interactions to influence consumers' goal attainment and spending, the authors present a caveat of such strategies. Results indicate that spatio-temporal behavior of MOBA teams is related to team skill, with professional teams having smaller within-team distances and conducting more zone changes than amateur teams.

We investigate how behavior varies across these measures as a function of the skill level of teams, using four tiers from novice to professional players. We present a method for obtaining accurate positional data from DotA 2.
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In this paper, we present three data-driven measures of spatio-temporal behavior in DotA 2: 1) Zone changes 2) Distribution of team members and: 3) Time series clustering via a fuzzy approach. Mastering MOBAs requires extensive practice, as is exemplified in the popular MOBA Defence of the Ancients 2 (DotA 2). In these games, teams of players fight against each other in arena environments, and the gameplay is focused on tactical combat. Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. The knowledge compiled in this paper can serve as a basis for privacy impact assessments, consumer education, and further research into the societal impact of video games. Considering the granularity and enormous scale of the data collection taking place, this industry deserves the same level of scrutiny as other digital services, such as search engines, dating apps, or social media platforms. Based on these findings, we argue that video games need to be brought into the focus of privacy research and discourse. This includes inferences about a user's biometric identity, age and gender, emotions, skills, interests, consumption habits, and personality traits. Drawing from patents and literature of diverse disciplines, we also discuss how patterns and correlations in collected gameplay data may leak additional information in ways not easily understood or anticipated by the user. To illustrate the industry's potential for illegitimate surveillance and user profiling, this paper offers a classification of data types commonly gathered by video games. Behind the fun experience they provide, it goes largely unnoticed that modern game devices pose a serious threat to consumer privacy. With many million users across all age groups and income levels, video games have become the world's leading entertainment industry.
