From action-packed First Person Shooters (FPS) to immersive Role-Playing Games (RPG), there is always one genre that caters to a specific audience. Furthermore, the experimental results also show that our method achieved higher performance than the methods tested in the state of the art studies on the same dataset.A video game is one platform of media and entertainment that continues to diversify itself when it comes to content. The experiments that were conducted on a publicly available eSports dataset show that the proposed MVRRF algorithm (93.32%) outperforms the standard RF algorithm (86.38%) on multi-view data in terms of accuracy. The proposed method can be successfully used in other fields as well as eSports. Thus, the eSports teams can define trustworthy strategies through important features. The aim of our study is to predict the match result of the game League of Legends in electronic sports (eSports). The main advantages of our method are that (i) it extends the RF algorithm for multi-view learning, and (ii) it reduces the chances of irrelevant and redundant feature selection, and thus it usually improves the accuracy, generalizability and robustness of the classification models. The proposed algorithm builds a set of decision trees from multi-view data by using a rank-based feature selection strategy. To overcome this problem, this article proposes a novel algorithm, called multi-view rank-based random forest (MVRRF). In this technique, the irrelevant or redundant features in a single-view data have equal chances with the important features to be selected for training a classifier, leading to misclassification. The main problem associated with the random forest (RF) algorithm is its application of random feature subset selection technique over a single vector. Identifying the skill development potential of esports has implications for designing specific skill development programmes for students, making pedagogical innovations for teachers’ professional development and empowering educational change at the school level. Further research is needed on the transferability of a wider range of skills from esports to broader settings, on instruments and designs for examining the value of esports for educational purposes, and other areas that are not well covered in the literature. The review also reveals the possibility of transferring acquired skills, such as those in leadership and communication, to the real-world context. The findings show that the literature has paid most attention to collaboration and communication skills, with less focus on other life and career skills related to creativity and innovation, information literacy and citizenship. The review focuses on the methodologies employed in esports research, the effects of different types of esports games on the development of various skills, the mechanics embodied in esports through which these skills are acquired and the potential negative effects and trade-offs of esports participation. This paper presents a systematic review of the literature for the purpose of providing a holistic understanding of the impact of esports on the development of 21st century skills in young people. However, there has been no systematic investigation of what 21st century skills can be developed through esports participation and how these skills are acquired through esports. There is evidence that involvement in esports helps young players to develop skills that are needed in 21st century societies and increasingly valued by employers. Esports have increased in popularity among young people over the past decade.
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