Plucky: A Mobile App For E-Coaching and Self-Service Technology for Esports with Data Visualizations

Authors: Aaron Paul D. Bautista, Jann Dale B. Rocafor, Kim D. Villamor, Arlene R. Caballero, and Erlito M. Albina

Issue: 2022


This paper proposes a mobile application called Plucky for e-coaching services in e-sports using self-service technology and data visualizations. The goal is to connect gamers to professional coaches to improve their skills. Key features include coach profiles, rating systems, booking modules with schedule views, data analytics, and QR codes for sessions.

The methodology follows the modified waterfall model comprising requirements analysis, system design, implementation, testing and deployment. Design aspects cover context diagrams, use case models, class structures and activity flows. Implementation utilizes Java/Kotlin, Firebase databases, Google/Facebook authentication and Android Studio. Testing was quantitative with 65 survey responses evaluating functionality, reliability, usability, efficiency, maintainability and portability.

Analysis of results showed “excellent” ratings across criteria like system capability to execute key use cases (4.68), error-freeness in modules (4.6), accessibility of system resources (4.45), responsiveness (4.57), user-friendliness (4.63), scheduling accuracy (4.4), flexible system extensibility (4.38) etc. This affirms Plucky’s effectiveness as a coaching medium between students and e-sports experts. Enabling remote communication avoids COVID risks.

The paper Plucky serves the desired purpose of improving gamer performance through digitally accessing coaching advice. Limitations exist on modules for direct coaching and payment integration. Future work should build these while expanding coach subjects, training content delivery, student self-assessments and gamification aspects that increase user stickiness.