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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analysis of Advertising in E-Sports Broadcasts</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kalle Kareinen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antti Knutas</string-name>
          <email>antti.knutas@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jussi Kasurinen</string-name>
          <email>jussi.kasurinen@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>GHItaly19: 3rd Workshop on Games-Human Interaction, September 23rd, 2019,</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Esports; advertisements; Broadcasts</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>LUT University</institution>
          ,
          <addr-line>Lappeenranta</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Padova</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>During this decade, esports has become popular, both as an industry and as a spectator sport. However, advertising in the esports broadcasts has not yet reached its full potential if compared to areas such as TV or radio. The goal for this paper was to develop a new kind of advertisement tool using game data to have more interesting and visible advertisement compared to the traditional advertising methods. The implementation was made for the broadcasts of the video game Counter-Strike: Global Offensive, and its effectiveness was measured by a survey. The developed implementation runs automatically with no actions needed by the broadcaster, and according to the survey, the implementation was liked by the respondents, but its advertisement was not remembered any better than traditional advertisements.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        During the last five years, the money involved in the esports
industry has grown to hundreds of millions of dollars [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. At
The main goal for this paper was to implement a new
advertising tool which is also a useful analyzing tool.
Implementation will be used for analysis to define the key
moments of the round for the viewers and allow for
informative and esthetic user interface (UI), while allowing
a sponsor logo to be seen at the same time. The UI element
of the implementation will be more of a Proof of Concept
instead of a real, production-ready element, with logos
placed in the space that is left unused by the presentation of
statistics. Other goals are to document the implementation
and measure the effectiveness of the advertisements against
the traditional static advertisements and logo areas.
To achieve this, Design Science Research (DSR) was used
in this paper by developing a new artifact to help to
understand the chaotic rounds of CSGO and to provide a new
advertising method at the same time. The research process
consisted of identifying a problem before designing and
developing a new artifact to help with the problem and
finally evaluating the artifact [7]. Overall, the research
question is “How to design a more noticeable advertisement
for esports broadcasts without making audience more
irritated by it?”
The rest of the paper is structured as follows. Section 2
discusses the works related to our research, whereas Sections
3 and 4 discuss the setting and the obtained results. Section
5 discusses the potential implications, and Section 6 closes
the paper with the conclusions.
      </p>
      <p>RELATED RESEARCH
The in-game advertisements have emerged as a new platform
for companies to advertise their products in esports and
digital entertainment. There are also a lot of different
methods that can be used to raise awareness of the brands
that are sponsoring game developers to select from. For
example, Ip [8] lists main types of in-game advertising being
for example real life or movie characters as in-game
characters or branded in-game assets or tools.</p>
      <p>
        There are also entire game franchises based on movie
franchises, such as the Lego video games for both PC and
gaming consoles [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], or sports games using person brands or
purchased licenses to use real life teams and players,
including logos and sponsors [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The study by Ip noted that
this type of in-game advertising is sometimes not even
considered as advertising by the players, because it adds
immersion to the product. The lack of interaction with the
advertisements decreases the likelihood of the player
noticing the advertisement and the advertised brand with it
[8]. However, it is noted that it is difficult to measure how
much these advertisements have subtle effects on player’s
perceptions of the advertised brands.
      </p>
      <p>
        Research paper by Li et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] studied a possibility of
adding advertisement automatically to the broadcast. The
research listed several reasons why virtual advertisements,
advertisements inserted into the user interface layout, are
more effective than static billboard advertisements and
commercial breaks. For example, billboards might not be
seen because other objects could be in front of them, or that
users simply do not watch the broadcast during a commercial
break. With virtual advertisements, the user has to watch also
the ads if they wish to see the content. The criteria for placing
advertisements is also discussed, and it includes elements
such as that the advertisements should not block any
foreground objects because that annoys the audience, or that
advertisement should stay static for a period of time so that
it can attract the attention of the audience.
      </p>
      <p>
        Esports broadcasts have an advantage with virtual
advertisements because in terms of gameplay footage, the
environment and camera setups are virtual too, unlike in the
traditional sports broadcasts. Also, when the gameplay is
shown in the broadcast, it is always known which areas of
the screen are less informative, meaning that they are good
spots for the advertisements since there are no gameplay
elements in the area to be obstructed (e.g. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]). The common
placement of advertisements is demonstrated in Figure 1.
In a study by Grace et al [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], it was studied if in-game
advertising was more effective for onlookers than players,
which are familiar with the electronic entertainment. The
research concluded that viewers who have played the game
themselves can be more motivated to focus on the core game
mechanics instead of watching the advertisements. In the
research it was found that onlookers remembered the
ingame billboard advertisements significantly better than the
players who are more familiar with the game, mainly because
onlookers are less motivated to look at the game mechanics,
shifting their focus more towards the advertisements [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
RESEARCH SETTING
As an additional advertising model, some tournament
organizers have used branded replays showing the logo and
name of the advertising brand while playing the replays of
key moments of the rounds [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Forming the replays and
showing them on screen is difficult if the broadcaster does
not have at least one dedicated person to parse the replay, or
if the system does not offer one automatically.
Implementation of our tool informs the viewer about the key
moments of the rounds without any actions by the
broadcaster. The implementation gathers this data
automatically, builds the presentation with the advertised
logos, and slides it to the broadcast without any actions from
the broadcaster.
      </p>
      <p>The implemented ad system is shown to the audience when
the current round is over, and hidden when the next round
starts. Implementation provides both information about the
ongoing match and a changing position for the advertised
logos. It also automatically applies the Game State
Integration (GSI) of CSGO which enables the possibility to
fetch useful in-game data which cannot be seen in the
graphical user interface of the game.</p>
      <p>Using the GSI requires a listening server, which catches
network requests made by the game. The data provided in the
requests needs to be analyzed by a program to find out if it is
valuable or not. After analyzing the data, it needs to be
presented with a simple yet attractive way to catch the eye of
1
2</p>
      <p>Kills
4
3
the viewer towards both the provided statistics and the logo
of the sponsor. This backend was made with the Node.js
server which picks up HTML POST requests from the game
client, while the frontend is a web page which can be viewed
in a browser or in the streaming software. Node.js server
receives JavaScript Object Notation (JSON) formatted
payloads from the game, analyzes them and sends parsed
data to the frontend using a web socket made by socket.io
library.</p>
      <p>
        Web page updates itself depending on the data sent by
backend and is served by the Express web application
framework [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. This implementation does not use any kind
of database, the information is stored only in the web browser
and the runtime of the backend during the time it is open on
a client system. When the round is over, the implementation
tries to calculate the best possible placement for the
advertised logo. There will always be room for the
advertisement in either the top-right corner or the bottom-left
corner because of the UI design: If there is not enough room
for the advertisement in the bottom left corner, all the
eliminations of the round have occurred in the beginning of
the round leaving the top-right corner empty and if there is
not enough room for the advertisement in the top-right
corner, eliminations and actions of the round have occurred
in the later seconds of the round leaving bottom-left corner
empty. Following this logic, the advertisement will be placed
in the center of the leftover space between the drawn
elements, and the borders of the canvas. The order in which
the placement of the advertisement will be attempted is 1)
Middle-left, 2) Bottom-left, 3) Middle-right and last 4)
Topright. Figure 2 presents a simplified demonstration how the
implementation tries to place the advertised logos, from
which some examples are presented in Figure 3. Imaginary
organizations were used to simplify the permission process,
and to eliminate the popularity or recognizability bias
between the different brands.
      </p>
      <p>
        SURVEY SETUP
Evaluation of the implementation was measured by creating
two surveys. The surveys were almost identical, but Group
A did not see the end-round advertisements at all, only the
classic static advertisements of the UI. The comparison
Group B had the same static advertisements, but they could
see also the implementation advertisements in the summary
screen. With this arrangement it was possible to find out if
implementation advertisements had any effect, and compare
them to the static advertisements. Technically this approach
was a type of A/B testing, where the focus was on the added
features, not on the directly competing solutions [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Open
feedback was also collected as it contained more structured
opinions from the respondents. In the surveys, there were
three different methods to measure the usefulness of the
implementation:
1. How many advertisements respondents could remember
2. Measuring opinions about advertising method(s)
3. Open questions (voluntary for respondents)
Mann-Whitney U test was used to find out if there were
significant differences between the opinions of A and B
group about the static advertisements. It was also used to see
if respondents of group B had significant differences of
opinion regarding the advertisement printed in the
implementation compared to the static advertisements.
All the respondents were given a link to a Google Form
which contained a link to an unlisted YouTube video and
survey questions. Both groups saw a video of the same round
of CSGO match with the same game audio and voice
commentary. Both surveys were done fully online. Both
videos lasted two minutes and 44 seconds and contained four
static advertisements. Group A saw four static
advertisements in the center bottom of the screen while
Group B saw the same static advertisements and the
implemented summary screen advertisements. Static logos
were visible the whole time, two minutes and 44 seconds in
both videos, while the implementation was shown only 17
seconds during the round ending time and “freezetime”. The
original round was recorded using Open Broadcaster
Software (OBS) Studio which was also used to inject the
advertisements. It was decided not to talk about
advertisements in the commentary of the survey so that both
groups could have the same commentary. The survey was
done by respondents with the following process: 1) Watch
the video, 2) Close the video before answering how many
advertised brands or logos could be memorized, and 3)
Possibility open the video again and answer questions about
static advertisements. Group B was also asked to answer
questionnaire concerning the summary as a fourth phase.
Questions of the survey were modified from Viewer
Response Profile (VRP) items [6]. VRP questions are
designed originally for television commercials and because
of that, questions were modified for the needs of static
advertisements and the implementation. The purpose of the
VRP items was to test three things: 1) Evaluate whether there
were significant differences in opinions towards static
advertisements if the more active implementation
advertisement was shown, 2) Evaluate if respondents
enjoyed the implementation advertisement significantly
more than the static advertisements, and 3) Evaluate if
respondents thought the implemented advertisement was too
complex. Mann-Whitney U method was used to find out if
there were significant differences in two different sets of
responses.
      </p>
      <p>
        According to conventions statistical hypothesis testing, the
hypothesis is confirmed if p value is less than 0.05 [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Basically, the null hypothesis h0 is defined as following for
every question h0: There is no significant difference between
advertising methods and h1: There is a significant difference
between advertising methods.
      </p>
      <p>SURVEY RESULTS
Listing the advertised brands from memory went poorly for
nearly all the respondents. Some of the respondents in group
A thought that the team names were the only advertised
companies in the video. Even when the advertisements were
noticed, only a maximum of 1-2 advertised brands were
remembered and more than half of the respondents could not
name any of the companies. In the group A, 13 respondents
out of 23 did not remember any companies at all. The
numbers were similar in group B, where 15 respondents out
of 24 could not remember anything particular. Only one
participant listed all information perfectly, as an outlier.
Many responses contained partly correct names, so
evaluation was done by using a point system where correct
answer was 1 and partly correct answer 0.5p. Unfortunately
for the implemented summary screen and our test control,
Swift Mobile was not the most remembered company. The
ads in the summary screen implementation were noticed, but
the advertisement in it was not remembered any better than
two of the four static advertisements. In this sense, the
implemented tool was not successful. The results for
remembered companies are summarized in Table 5.
Group B saw also the additional summary screen
advertisement. Basic comparison of only mean and median
values of observations yielded only little information; the
Group A and Group B answered similarly to the degree
where there were no statistically significant differences.
However, if we observe the Group B and the different
advertisement styles, there are differences illustrated in
Table 6.
For example, “I thought the advertising method was clever
and entertaining.” had a quite neutral value from the Group
B for the static advertisements, 2.46, while the implemented
advertisements got much more positive feedback, score 3.88.
The next question, “These are the kind of advertisements that
keep running through your mind after you have seen them.”
had similar difference, 1.58 compared to 2.88 so
implementation was received better in both questions of this
category.</p>
      <p>Confusion category had two questions and neither of them
had significant difference between the advertisement types.
However, “The advertisement was too complex. I was not
sure what was going on.” was pretty close to statistical
significance (p = .05614) with static advertisements having
unsurprisingly good mean of 1.58 and implementation
having 2.08. The difference was expected in this question
because there was not really anything to understand with the
static advertisements while the implementation included
statistics without explaining them beforehand. The second
question, “It required a lot of effort to follow the
advertisements.” was very neutral for both advertisement
types since the static advertisements had mean of 2.58 and
the implementation had 2.25.</p>
      <p>Two respondents pointed out the biggest problems of both
the static commercials and the survey rather well:
All three questions for the familiarity category had
significant differences as expected. The first two questions
had slightly negative tone for the advertisement being too
familiar. The static advertisements received 4.00 mean for
the question “These kinds of advertisements have been done
many times. It is the same old thing.” While the
implementation received 2.21 for the same question. “I have
seen this advertising method so many times—I am tired of
it.” was tonally more aggressive and it received 2.92 for the
static advertisements, and only 1.75 for the implementation
since implementation has not been used in many broadcasts
yet and included a surprise factor of round statistics. The
third question “I think that this is an unusual advertising
method, I am not sure I’ve seen another one like it.” had a
mean of only 1.5 for the static advertisements while the
implementation had 3.17. In the first and third question p
value was smaller than .00001 which means very significant
difference when significant difference is smaller than 0.05.
The only question in the alienation category was important
for the research question, because it measures the irritation
towards the advertisements: “The advertising method
irritated me — it was annoying”. There was no significant
difference between the advertising methods in this question
with p being .12356. As a positive aspect for to the
implementation, it had better mean of 1.42 against 2.08 of
the static advertisements. Overall the results of
MannWhitney U indicate that summary screen and its
advertisements were a significantly more entertaining and
newer advertising method which was not seen as more
irritating by the viewers. Additionally, the result for the
question “These are the kind of advertisements that keep
running through your mind after you have seen them.” was
also significantly better for the implementation
advertisement.</p>
      <p>
        Additionally, open feedback was collected from all of the
participant groups. The open feedback provided valuable
information about the advertisements, survey and on the
aspect of what the viewers actually notice in esports
broadcasts in general. Even though the summary screen
implementation was seen as an enjoyable advertising method
by the respondents, there were some constructive feedback
about separating the advertisement and statistics more
clearly:
“The design of the advert could be improved so that it is
clear that the round summary and the advert are two
separate entities.” -Respondent #7 Group B
Both the static advertisements and the implementation could
have looked a little bit more polished. As the UI of the
implementation was more of a “Proof of Concept”, the
following feedback did not come as a surprise:
“Needs to have some pretty graphics so it doesn't look so
rough for the viewers.” - Respondent #10 Group B
“Problem with static commercials is that they can't be where
one actually keeps their eyes while watching CS:GO. My
eyes never went down where the commercials were the whole
time.[…]” -Respondent #1 Group B
“The best thing about them is that they don't cover up any of
the vital gameplay elements, and that they aren't distracting.
I feel that they would be more effective when you're exposed
to them for a longer period of time.” -Respondent #17 Group
B
Respondent #16 noted importantly, that the static
commercials are usually known brands instead of made-up
companies, which helps viewers to spot the logos:
“The advertised companies should be related to gameplay so
that people who usually watch the stream can relate to them
better ie. HyperX, Nvidia etc. ...”- Respondent #16
There were some complaints that advertisements should
have had bigger logos and texts to be easier to recognize:
“I don't even pay attention to them in the first place. I had to
rewatch the video to answer the first question. Also they are
pretty small.” -Respondent #5 Group A
“Too many logos that were all too small in my opinion”
Respondent #11 Group B
DISCUSSION
The implemented advertisement system was designed for the
needs of esports broadcasting. There were no strict
requirements other than offering extra information and a spot
for a new advertisement at the same time. The survey did not
measure opinions on the information given by the
implementation, but the open feedback provided some ideas
and pointed out problems which could be fixed. In terms of
Design Science Research, a new artifact was created to help
with existing problem, and it was evaluated using a survey.
The research cycle and the basic guidelines of Design
Science Research was adapted from Guideline by Hevner
[7]. In general, the validity of the research was evaluated by
using Wohlin et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] as a guideline.
      </p>
      <p>The implementation was more of a “proof of concept”
instead of being an advertising tool ready to be used in an
official tournament broadcast. In the future, there should
probably be a presentation text with the logo, for example:
“Round recap provided by”, which would help new viewers
to understand more quickly which part of the implementation
are placed advertisements and which are statistics and
gameplay information.</p>
      <p>The video clip in the survey lasted only one round while the
viewers spend usually a lot more time watching the stream.
A regular match lasts at least 16 rounds so there is a lot more
time for the viewers to look at the advertisements during the
broadcast. A more in-depth research on this subject would
include watching a longer video with more polished
advertisements. It would probably help if the advertised
companies were real, existing brands and were not
completely new and unknown to the users, like in this test
run. The weak results of the question “List all advertisements
you can remember” were indicative of the users missing the
advertisement spots, but on the other hand the results show
how easily the advertised brands are ignored. Overall, by
using imaginary logos we also sidestepped the problem of
the brand recognition being different for different user
groups.</p>
      <p>
        If a similar study is done in the future, there could also be a
method which was used by Grace et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] where addition
to listing all the advertisements from memory, all the eight
logos and 16 extra logos were shown to the respondents. In
future studies, this could improve the overall accuracy now
that we have a baseline in which no extra logos were applied.
CONCLUSIONS
Advertising methods in esports should be examined more
thoroughly because the industry is still growing. The esports
industry and broadcasts are full of advertising opportunities
different from the traditional sports broadcasts but the static
advertisements are still used to a surprising degree. In this
paper, we provided a solution to deliver extra information
automatically, and studied the static advertisements against
more adaptive approach, which based on our prototype
results was considered more appropriate method of
advertising in an esport event.
      </p>
      <p>It was found that this survey did not deliver strong results,
but considering the open feedback given by respondents,
implementation advertisement is a good addition to the
esports broadcast advertising methods. It provides useful
information about the previous round, instead of being just
another advertisement. It was noted that the looks of the
implementation should be refined and that too excessive use
of it as an advertising method could make it irritative
similarly to the static advertisements.</p>
      <p>The research question “How to design a more noticeable
advertisement for esports broadcasts without making
audience more irritated by it?” was not completely solved,
but steps were taken towards the right direction. The overall
result might have been different with real logos or by making
the logo more visual. However, all the three objectives for
the research were completed, and the implementation yielded
useful information for future designs and refinement.</p>
    </sec>
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