Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset
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Abstract (arXiv)
Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological data. In this paper, we present a dataset collected from professional and amateur teams in 22 matches in League of Legends video game with more than 40 hours of recordings. Recorded data include the players' physiological activity, e.g. movements, pulse, saccades, obtained from various sensors, self-reported aftermatch survey, and in-game data. An important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level. Upon the collection of dataset we carried out its validation. In particular, we demonstrate that stress and concentration levels for professional players are less correlated, meaning more independent playstyle. Also, we show that the absence of team communication does not affect the professional players as much as amateur ones. To investigate other possible use cases of the dataset, we have trained classical machine learning algorithms for skill prediction and player re-identification using 3-minute sessions of sensor data. Best models achieved 0.856 and 0.521 (0.10 for a chance level) accuracy scores on a validation set for skill prediction and player re-id problems, respectively. The dataset is available at https://github.com/smerdov/eSports Sensors Dataset.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). First posted on arXiv 2 Nov 2020.
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Citing papers per year: 2022: 2; 2023: 1; 2024: 2; 2025: 1.
6 papers.
- 2023Affective Game Computing: A Surveycited by 11
- 2022ESTA: An Esports Trajectory and Action Datasetcited by 6
- 2022SC2EGSet: StarCraft II Esport Replay and Game-state Datasetcited by 3
- 2024An efficient machine learning approach for extracting eSports players distinguishing features and classifying their skill levels using symbolic transfer entropy and consensus nested cross validationcited by 1
- 2024Carefully Structured Compression: Efficiently Managing StarCraft II Datacited by 1
- 2025REVELIO -- Universal Multimodal Task Load Estimation for Cross-Domain Generalizationcited by 0
- 2025REVELIO -- Universal Multimodal Task Load Estimation for Cross-Domain Generalization1 Sep 2025
- 2024Carefully Structured Compression: Efficiently Managing StarCraft II Data11 Oct 2024
- 2024An efficient machine learning approach for extracting eSports players distinguishing features and classifying their skill levels using symbolic transfer entropy and consensus nested cross validation8 May 2024
- 2023Affective Game Computing: A Survey25 Sep 2023
- 2022ESTA: An Esports Trajectory and Action Dataset20 Sep 2022
- 2022SC2EGSet: StarCraft II Esport Replay and Game-state Dataset7 Jul 2022