Lecture Notes in Education Psychology and Public Media

- The Open Access Proceedings Series for Conferences


Lecture Notes in Education Psychology and Public Media

Vol. 54, 21 June 2024


Open Access | Article

Comparative Analysis of Counter-Strike 2 and Valorant

Qiaoxi Zhou * 1
1 Michigan State University

* Author to whom correspondence should be addressed.

Lecture Notes in Education Psychology and Public Media, Vol. 54, 112-118
Published 21 June 2024. © 21 June 2024 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Qiaoxi Zhou. Comparative Analysis of Counter-Strike 2 and Valorant. LNEP (2024) Vol. 54: 112-118. DOI: 10.54254/2753-7048/54/20241603.

Abstract

With the rapid development of e-sports and online games, shooting games have received significant global attention and popularity. This article uses the research methodology of literature review to conduct a comprehensive analysis of the disparities and attributes of the two shooting games, Counter-Strike 2 (CS2) and Valorant, in terms of gameplay, community engagement, and business strategy. Through detailed analysis, this article finds that Valorant emphasizes character diversity and innovative skill systems in game design to enhance the strategy and interactivity of the game; while CS2 retains the fundamental aspects of traditional first-person shooting games, such as precise tactical execution and technical requirements, focusing on the technical depth and operational difficulty of the game. In terms of business model, CS2 continues the open market system for skin trading , fostering economic interaction among players. In contrast, Valorant adopts a more closed and direct sales approach, offering exclusive skins at fixed prices, and exerting control over the market. This research serves as a valuable resource for game developers in shaping future game design and market strategy, and it also introduces a new theoretical perspective to the field of game research, enhancing the understand of how different game designs influence player behavior and market response.

Keywords

eSports, Counter-Strike 2, Valorant, gameplay, community interaction

References

1. Rizani, M. N. and Iida, H. , Analysis of Counter-Strike: Global Offensive, 2018 International Conference on Electrical Engineering and Computer Science (ICECOS), 2018:373-378

2. Saputra, D., & Sawitri, H.. Virtual Communication to Every Valorant Online Game Player in Developing Game Strategy. International Journal of Education, Information Technology, and Others, 6(2), 2023:44-61.

3. Wang Y. The evolving game mechanics in esports first-person shooter games. Northeastern University, 2021.

4. Information for each type of agent in Valorant, 2020.  https://playvalorant.com/en-us/news/announcements/beginners-guide/

5. Xenopoulos, Peter & Coelho, Bruno & Silva, Claudio. Optimal Team Economic Decisions in Counter-Strike. Cornell University, 2021.

6. Valorant weapon prices, 2020.  https://playvalorant.com/en-us/

7. Weapon costs and rewards in CS2, 2023, https://bo3.gg/articles/how-does-the-economy-work-in-cs2

8. Hohlfeld, Lena. Gaming Communities. HAMK Valkeakoski International Business, 2022.

9. Hardenstein, Taylor Stanton. Skins in the game: counter-strike, esports, and the shady world of online gambling. UNLV Gaming Law Journal, 7(2), 2017:117-138.

10. Huffman KA. Designing an effective system to reduce adverse behavior towards girl gamers within the valorant competitive gaming community. Miami University, 2023.

11. Glaser, T. Steam and the Platformization of Virtual Goods: An Analysis of the Weapon Skin Economy in Counter Strike: Global Offensive. Spiel|Formen, 2022: 139-162.

Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 5th International Conference on Education Innovation and Philosophical Inquiries
ISBN (Print)
978-1-83558-455-2
ISBN (Online)
978-1-83558-456-9
Published Date
21 June 2024
Series
Lecture Notes in Education Psychology and Public Media
ISSN (Print)
2753-7048
ISSN (Online)
2753-7056
DOI
10.54254/2753-7048/54/20241603
Copyright
21 June 2024
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated