The intersection between eSports and education in an e-learning system

Hi! I am Eduard Modreanu, and I am the Education&Research Manager of ETT. I am a 3rd-year student at the Business and IT programme of the University of Twente, and I am finally working on my Research Project. In this blog post, I want to share the exciting and surprising facts that I found.

Decision support for Rocket League player improvement

Decision support systems (DSS) are widely used within sports to make decisions about team formations and tactics. Within esports, however, there has only been done limited research on this topic even though the nature of esports shows great potential for the use of DSS. This summary will focus on the possibilities of DSS in the esports title Rocket League.

Data collection for SimRacing

If you have watched Formula One races on television you have seen these very memorable graphics of how difficult it is for Valtteri Bottas to overtake Max Verstappen, or how durable Lewis Hamilton’s tyres still are after he says his “tyres are dead”. To display these graphics accurately, a lot of data is gathered and analysed to give the viewer accurate information.

Understanding Positional Mistakes in Rocket League

Our data analysis team aims to support our athletes by providing them with information and tools they can easily and effectively use to improve their performance. The team has been working on Rocket League next to League of Legends the past couple of months. For Rocket League, we are working on basic positioning and boost usage statistics. These are statistics that are not provided to players in-game, but are two of the most important skills a good Rocket League athlete has to master. All these statistics and tools are packaged into a dashboard, that aims to help coaches and players to analyse games more efficiently and effectively. In this article we explore what very simple positioning information (heatmaps) can already tell us about the course of a match in Rocket League.