Killed heroes revive in the corresponding area of their base after a waiting time proportional to their level and the game time. These are connected by three main lanes, which are guarded by defensive towers and weaker computer-controlled units, called creeps. Their strongholds, called base towers, are located at opposing ends of a geographically balanced squared map (see Figure 1). Players are pitted against each other as two distinct fac- tions of five players each, the Radiant and the Dire. We are aware that this is a very cruel terminology, but we stick to it since it stems from the game creators. Each player controls a character called “hero”, who participates in a team combat with the objective to demolish the opposing team’s fortified stronghold. Dota 2 is a so-called multiplayer online battle arena (MOBA) video game developed by Valve. Our conclusions and plans for future work are presented in section 8. The results of the previous work are summarized in section 5, and sections 6 and 7 presents further analysis and results. Descriptive statistics of the data are provided in section 4. The rest of the paper is organized as follows: In section 2 we explain the relevant game mechanics.
This quantitative approach offers a better understanding of the factors that influence the formation of a successful team. We, on the contrary, base our study on a large volume of in-game event logs that are generated from the actions of each player. Furthermore, most of the existing studies use qualitative approaches such as questionnaires, to learn about the behavior and the motivations of users. Besides this, we rank the importance of these factors according to their influence on the teams’ success. This paper supple- ments our previous results providing a more detailed analysis of those factors and analyzing the impact of teams’ national diversity. Our previous work gave evidence of the influence of role distribution, previous experiences and friendship ties on a team success. In our studies we investigate the influence of several factors on teams’ success. Dota 2, in contrast, is a game in which the players are always assigned to a team and thus have common goals and interests.
In MMORPGs player cooperation is possible while making his/her own progress and having individual tasks. To achieve this goal, close cooperation and intelligent interaction between the members of the team are needed – a challenge that mirrors many “real world” situations. In this game two teams, consisting of five members each, are pitted against each other with the task of defeating the opposing team. To this end, we study the community of the multiplayer online game Dota 2. Following this approach, we aim to develop an understanding of cooperation within teams and the influence of cooperation on success.
Empirical research has shown that team composition influences team success. The so-called Massively Multiplayer Online Role- Playing Games (MMORPGs) are used as the main scenario to study online interactions in this context. The nature of the teams is also very diverse with respect to team size, composition, strategies and goals. Moreover, they can be considered as global research contexts because of their geographically distributed population. These environments reflect human psychology and behavior by recording individual actions and team transactions. Online games have already been widely used to study social interactions. However, as the Web is an intrinsic part of modern society, it provides an unprecedented opportunity to exten- sively observe social interactions in different contexts on a larger scale. Therefore, study cases of virtual teams have mainly focused on the entrepreneurial context. Enterprises can now benefit from virtual interaction in environments where teamwork would have once been impossible, accessing previously unavailable expertise, as well as retaining the advantages of flat orga- nizational structures. The formation and success of virtual teams is an important topic in develop- ing flexible organizations.
Virtual teams, like any other team, are groups of people that virtually interact while having interdependent tasks guided by a common purpose. As an increasing number of human activities are moving to the Web, more and more teams are predominantly virtual. This is also true for the scientific domain, where the role of teamwork becomes increasingly important for the production of high impact science.
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Among others, professional sports and business activities are clear examples where conscious efforts are being made to institutionalize and promote collaborative values and practices. game, Virtual community, Team formation, Statisti- cal analysis, National diversity Team work is important in a wide range of fields and activities.