Analysis and prediction of the cybersports match outcome in DOTA 2 dscipline based on multi-factor regression on the example of the team Virtus Pro

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This article is devoted to the question of constructing a regression model, which will make it possible to analyze and predict the outcome of e-sports meetings in the DOTA 2 discipline using the Virtus Pro team as an example. In addition, throughout the text, a brief analysis of the e-sports industry these days, as well as a brief explanation of the essence of the chosen e-sports discipline are taken into consideration. Convincing arguments are presented that make it possible for the reader to understand that e-sports today can equal traditional sports in the following indicators: the number of followers, peak views as well as the amount of money circulating in the industry. The law introduced during the research is intended for the following external users: e-sports organizations, potential investors, breeders as well as for the players themselves. The resulting model was analyzed and described using various statistical indicators. A correlation grid was obtained, indicators of regression statistics were described, analysis of variance was made with a detailed description of its results...

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Business decision making, cybersport, mathematical model, multivariate regression, regression analysis, variance analysis

Короткий адрес: https://sciup.org/14115075

IDR: 14115075   |   DOI: 10.33619/2414-2948/47/02

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