Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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In terms of us<strong>in</strong>g gameplay metrics as a user-oriented test<strong>in</strong>g method, this is not without specific<br />
challenges. Where methods such as usability-test<strong>in</strong>g and playability-test<strong>in</strong>g focus on establish<strong>in</strong>g<br />
whether a player can <strong>in</strong>teract with a game effectively, and if do<strong>in</strong>g so is fun, gameplay metrics-<br />
analysis is targeted at clarify<strong>in</strong>g what the player is actually do<strong>in</strong>g, and sometimes why the behavior<br />
<strong>in</strong>dicated arises. Importantly, the “why” is hypothesis-based: In order to assess the motivations and<br />
reasons beh<strong>in</strong>d player behaviors, it is often necessary to comb<strong>in</strong>e gameplay metrics-analysis with<br />
other user-oriented test<strong>in</strong>g methods. Furthermore, gameplay metrics does not <strong>in</strong>form about the<br />
gender, age or other demographics of the player. As such, the approach supplements exist<strong>in</strong>g<br />
methods, address<strong>in</strong>g the key weakness of standard user-oriented game test<strong>in</strong>g methods, namely<br />
the lack of detailed and objective data. F<strong>in</strong>ally, it should be noted that order to enable metrics-<br />
based analysis, an <strong>in</strong>frastructure is needed to capture the data, which <strong>in</strong>cludes substantial storage<br />
needs <strong>in</strong> the case of large commercial titles such as Kane & Lynch.<br />
In summary, the literature on gameplay metrics and game metrics analysis is largely based on data<br />
from <strong>in</strong>-house test<strong>in</strong>g, with a few MMOG-related examples of data derived from <strong>in</strong>stalled clients or<br />
game servers such as Williams et al. [36]. Analyses have, with the exception of the work by<br />
Microsoft Game Labs, focused on high-level aggregate-counts of metrics. The spatial component of<br />
gameplay metrics have not been the focus of published work outside of the heatmaps (game level<br />
maps show<strong>in</strong>g the locations of player character death aggregated for a number of players), which<br />
have been published for games such as Half Life 2 and Team Fortress 2; and visualizations of<br />
player progression as a function of time for Halo 3 [33]. Previous work with metrics has generally<br />
<strong>in</strong>cluded only a s<strong>in</strong>gle variable at a time, e.g. level completion times, and the potential for<br />
perform<strong>in</strong>g analysis on the spatial dimension of gameplay metrics (e.g. the position of the player<br />
with<strong>in</strong> the virtual environment) limited to handful of <strong>in</strong>dustry- and academia-derived applications.<br />
There is therefore a substantial room for development of novel approaches towards utiliz<strong>in</strong>g<br />
gameplay metrics, and this forms the overarch<strong>in</strong>g goal of the research presented here.<br />
3. CASE STUDIES<br />
The data used as a basis for the case studies presented here is test data, i.e. data from <strong>in</strong>-house<br />
test<strong>in</strong>g with professional testers or representatives of the target audience for the games <strong>in</strong><br />
question. A varied amount of game sessions/number of people are used <strong>in</strong> the datasets for the<br />
different case studies, however, it should be noted that essentially the data suffer from a bias<br />
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