Issue No. 11 - Nov. (2012 vol. 18)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.77
B. Bowman , Sch. of Electr. & Comput. Eng., Purdue Univ., West Lafayette, IN, USA
N. Elmqvist , Sch. of Electr. & Comput. Eng., Purdue Univ., West Lafayette, IN, USA
T. J. Jankun-Kelly , Dept. of Comput. Sci. & Eng., Mississippi State Univ., Starkville, MS, USA
Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. In this paper, we use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will potentially have on the design and development of game and visualization technology in the future.
data visualisation, computer games, design patterns, electronic games, in-game telemetry, visualization technology, design space, community performance, data analysis, Games, Data visualization, Visualization, Telemetry, Communities, Real time systems, Three dimensional displays, game analytics, Computer games, video games, interactive entertainment, entertainment, visualization
T. J. Jankun-Kelly, N. Elmqvist and B. Bowman, "Toward Visualization for Games: Theory, Design Space, and Patterns," in IEEE Transactions on Visualization & Computer Graphics, vol. 18, no. , pp. 1956-1968, 2012.