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Issue No.02 - March-April (2013 vol.33)
pp: 6-11
ABSTRACT
The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design, media studies, and the social sciences. They've extended and modified these methods for different types of digital games, such as social games, casual games, and serious games. This article focuses on quantitative analytics of in-game behavioral user data and its emergent use by the GUR community. The article outlines open problems emerging from several GUR workshops. In addition, a case study of a current collaboration between researchers and a game company demonstrates game analytics' use and benefits.
INDEX TERMS
Games, Game theory, Software development, Human computer interaction, User interfaces, User centered design, Analytical models,computer graphics, Games, Game theory, Software development, Human computer interaction, User interfaces, User centered design, Analytical models, GUR, game user research, computer games, human-computer interaction, software development, game analytics, visual analytics
CITATION
M. S. El-Nasr, H. Desurvire, B. Aghabeigi, A. Drachen, "Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study", IEEE Computer Graphics and Applications, vol.33, no. 2, pp. 6-11, March-April 2013, doi:10.1109/MCG.2013.26
REFERENCES
1. K. Isbister and N. Shaffer, Game Usability: Advancing the Player Experience, CRC Press, 2008.
2. M. Seif El-Nasr, A. Drachen, and A. Canossa eds., Game Analytics: Maximizing the Value of Player Data, Springer, 2013.
3. L. Mellon, “, Applying Metrics Driven Development to MMO Costs and Risks,” white paper, Versant, 2009; www.versant.com/pdfVSNT_WP_metrics.pdf.
4. L. Mellon et al., “Tuning the Money Funnel: Customer and Process Metrics in Online Games,” panel presentation at ION Conf., 2008; www.slideserve.com/steptuning-the-money-funnel .
5. A. Drachen, A. Canossa, and J.R. Sorensen, “Gameplay Metrics in Game User Research: Examples from the Trenches,” Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa eds., Springer, 2013.
6. M. Seif El-Nasr et al., “, Visual Analytics Tools: A Lens into Player's Temporal Progression and Behavior,” Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa eds., Springer, 2013.
7. A. Drachen, and M. Schubert, “Spatial Game Analytics,” Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa eds., Springer, 2013.
8. S. Kim et al., “Tracking Real-Time User Experience (TRUE): A Comprehensive Instrumentation Solution for Complex Systems,” Proc. 2008 ACM SIGCHI Conf. Human Factors in Computing Systems (CHI 08), ACM, 2008, pp. 443–452.
9. M. Seif El-Nasr, “, Interview with Jim Baer and Dan McCaffrey from Zynga,” Game Analytics: Maximizing the Value of Player Data, M. Seif El-Nasr, A. Drachen, and A. Canossa eds., Springer, 2013.
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