10.1145/1621841.1621878acmconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedings
research-article

Towards gameplay analysis via gameplay metrics

Published:30 September 2009

ABSTRACT

User-oriented research in the game industry is undergoing a change from relying on informal user-testing methods adapted directly from productivity software development to integrating modern approaches to usability- and user experience testing. Gameplay metrics analysis form one of these techniques, being based on instrumentation methods in HCI. Gameplay metrics are instrumentation data about the user behavior and user-game interaction, and can be collected during testing, production and the live period of the lifetime of a digital game. The use of instrumentation data is relatively new to commercial game development, and remains a relatively unexplored method of user research. In this paper, the focus is on utilizing game metrics for informing the analysis of gameplay during commercial game production as well as in research contexts. A series of case studies are presented, focusing on the major commercial game titles Kane & Lynch and Fragile Alliance.

References

  1. Bateman, C., Boon, R.: 21st Century Game Design. Charles River Media (2005) Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Blythe, M. A., Overbeeke, K., Monk, A. F. Wright, P. C.: Funology -- from usability to enjoyment. Springer (2004) Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Börner, K., Penumarthy, S.: Social Diffusion Patterns in Three-Dimensional Virtual Worlds. Information Visualization, 2 (2003), 182--198Google ScholarGoogle ScholarCross RefCross Ref
  4. Chittaro, L.&Ieronutti, L.: A visual tool for tracing users' behavior in virtual environments. In Proc. Working Conference on Advanced Visual Interfaces (2004), 40--47 Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Chittaro L., Ranon R., Ieronutti L.: VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments. IEEE Transactions on Visualization and Computer Graphics, 12, 6 (2006), 1475--1485 Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Davis, J.; Steury, K., Pagulayan, R.: A survey method for assessing perceptions of a game: The consumer playtest in game design. Game Studies: The International Journal of Computer Game Research, 5 (2005)Google ScholarGoogle Scholar
  7. De Kort, Y., Ijsselssteijn, W: People, places and play: Player experience in a socio-spatial context. ACM Computers in Entertainment 6, 2, article no. 18 (2007) Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. DeRosa, P.: Tracking Player Feedback to Improve Game Design. Gamasutra, Aug. 7 (2007)Google ScholarGoogle Scholar
  9. Desurvire, H., Caplan, M., Toth, J. A.: Using heuristics to evaluate the playability of games. In CHI '04 extended abstracts on Human factors in computing systems (2004) Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Dumas, J. S. 2003. User-Based Evaluations. In: The HCI handbook. Lawrence Erlbaum Associates (2003), 1093--1117 Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Gilleade, K. M., Dix, A.: Using frustration in the design of adaptive videogames. In: Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Singapore (2004), 228--232 Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Goetz, P.: Too Many Clicks! Unit-Based Interfaces Considered Harmful. Gamasutra, August 23 (2006)Google ScholarGoogle Scholar
  13. Hilbert, D. M. and Redish, J. C.: A practical guide to usability testing. Intellect books (1999) Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Hoobler, N., Humphreys, G., Agrawala, M.: Visualizing Competitive Behaviors in Multi-User Virtual Environments. In Proc. of the IEEE Visualization Conference (2004), 163--170 Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Hurst, A., Hudson, S. E., Mankoff, J.: Dynamic detection of novice vs. skilled use without a task model. In Proceedings of CHI 2007, ACM press (2007), 271--280 Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Ijsselsteijn, W., de Kort, Y., Poels, K., Jugelionis, A., Bellotti, F.: Characterizing and Measuring User Experiences in Digital Games. In: Proceedings of ACE, Toronto, Ontario (2007)Google ScholarGoogle Scholar
  17. Isbister, K., Schaffer, N.: Game Usability: Advancing the Player Experience. Morgan Kaufman (2008)Google ScholarGoogle Scholar
  18. Jørgensen, A. H.: Marrying HCI/Usability and Computer Games: A Preliminary Look, Proceedings of NordiCHI, Tampere, Finland (2004) Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Kim, J. H., Gunn, D. V., Schuh, E., Phillips, B. C., Pagulayan, R. J., Wixon, D.: Tracking Real-Time User Experience (TRUE): A comprehensive instrumentation solution for complex systems. In Proceedings of CHI 2008, Florence, Italy (2008), 443--451 Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Kort, J., Steen, M. G. D., de Poot, H., ter Hofte, H., Mulder, I.: Studying usage of complex applications. In: Proceedings of Measuring Behavior. Noldus IT (2005), 266--269Google ScholarGoogle Scholar
  21. Kuniavsky, M.: Observing the User Experience: A Practitioner's Guide to User Research. Morgan Kaufman (2003). Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Longley, P.; Goodchild, M. F., Macquire, D.&Rhind, D.: Geographic Information Systems and Science. Wiley&sons (2005).Google ScholarGoogle Scholar
  23. Mandryk, R., Atkins, M. S., Inkpen, K.: A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of CHI (2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Medlock, M. C., Wixon, D., Terrano, M., Romero, R. L., Fulton, B.: Using the RITE method to improve products: A definition and a case study. In: Proceedings of UPA (2002)Google ScholarGoogle Scholar
  25. Mellon, L.: Metrics in MMP Development and Operations. Presentation at the GDC, Los Angeles, USA (2004)Google ScholarGoogle Scholar
  26. Nørgaard, M., Rau, J.: User Testing in the Combat Zone. In: Proceedings of ACE, Toronto, Ontario (2007)Google ScholarGoogle Scholar
  27. Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., Fuller, T.: User-centered design in games. In: The HCI handbook. Lawrence Erlbaum Associates (2003), 883--906 Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Pagulayan, R. J., Steury, K. R., Fulton, B., Romero, R. L.: Designing for fun: user-testing case studies. In: Blythe, M. A., Overbeeke, K., Monk, A. F. Wright, P. C. (Eds.): Funology: From usability to enjoyment. Human-Computer Interaction series. Kluwer Academic Publishers (2005). Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Renaud, K. and Gray, P.: Making sense of low-level usage data to understand user activities. In: Proceedings of SAICSIT 2004, ACM Press (2004), 115--124. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Rouse, R. Game Design: Theory and Practice. Wordware publishing Inc. (2001). Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Schultz, C. P.: Game Testing All in One. PTR (2005)Google ScholarGoogle Scholar
  32. Swain, C. 2008. Master Metrics: The Science Behind the Art of Game Design. Presentation at NLGD Conference, Utrecht, Holland (2008)Google ScholarGoogle Scholar
  33. Thompson, C.: Halo 3: How Microsoft Labs Invented a New Science of Play. Wired Magazine 15, 9 (2007)Google ScholarGoogle Scholar
  34. Trappl, R., Petta, P.: Creating Personalities for Synthetic Actors: Towards Autonomous Personality Agents. Springer Publishers, Berlin (1997) Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Tychsen, A., Canossa, A.: Defining Personas in Games Using Metrics. In: proceedings of Future Play 2008, Toronto, Canada. ACM publishers (2008), 73--80 Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Williams, D.; Yee, N., Caplan, S. E.: Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication 13 (2005), 993--1018Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Towards gameplay analysis via gameplay metrics

            Comments

            Login options

            Check if you have access through your login credentials or your institution to get full access on this article.

            Sign in

            PDF Format

            View or Download as a PDF file.

            PDF

            eReader

            View online with eReader.

            eReader
            About Cookies On This Site

            We use cookies to ensure that we give you the best experience on our website.

            Learn more

            Got it!