Control Freedom Detailed

League of legends arena

League of legends arena

Next-generation esports viewing experience device with future holographic technology. Arena design To provide an immersive, detailed viewing experience.

2020 14 weeks school project

Team worked with Hongyuan Jiang https://www.hongyuandesign.com/

  • Background research of why design for esports, why the league of legends, and what can be improved.

  • From the research, summarize the outcome and determine the design goal.

  • The video mock-up demonstrates the experience with the league of legends arena.

  • Detail presentation on console and controller.

Today’s E-sports

01.

The 2021 Worlds Final saw an Average Minute Audience (AMA) of 30.6 million people. LCS — North America’s LoL esports affiliate — is reportedly the third-most watched league in the United States among 18-to-34-year-olds by AMA. The popularity of e-sports is surpassing that of traditional sports. League of Legends is the largest e-sports in terms of influence.

Pro League of Legends has its owns financial ecosystem; around the world, there are 12 different leagues with more than 90 professional esports teams. Europe, China, Korea, and North America also have their own secondary or developing leagues.

Take the most prominent league, LPL, as an example. Around 65% of their income is related to streaming experience. Therefore, improving the streaming experience is crucial to achieving sustainable growth and maintaining the fan population.

Esports is one of the rising and newest industries. However, the way of engaging online viewers remains traditional way.

Viewers have to go through cold data when they want to know and learn more about the game. Since besides the casting view, there is no more opinion. The visual experience is much diminished.

32% of 16 to 24-year-old and 30% of 25 to 34-year-old league of Legends players say they have recently watched a LOL tournament, 73% males and 27% female.

71% of esports fans choose to be loyal to a single esports event, and only 29% will watch multiple competitions.

The league of legends arena users are LOl enthusiasts from 16 to 24 years old, who have basic game knowledge, want to enjoy the culture, and wants to play better of the game.

Insights and criteria

02.

The viewpoint remains static throughout the game; it can be tiring after watching for 40 mins. At the same time, it is difficult to predict wonderful play. Also, one screen can not cover ten amazing players. The viewer needs to concentrate all the time.

Because of the commentator-based structure, viewer engagement remains very low. The commentator describes what's happening in the game clearly. It is very different from the perspective of a gamer playing the game, which makes it hard to watch for some gamers.

For the MVP player, the value of how great they are is by data. However, the viewer really remembered that the game is a high skilled mechanic gameplay. Same for all the data in the game, break and cold down the atmosphere.

  1. Allow viewers to choose how to absorb the game.

  2. Rearrange the way to present information to the viewers.

  3. Improve fan social engagement.

  4. Improve visual engagement.

Design criteria

03.

Experience mock up

04.

Console and controller