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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ARTICLE 8 - ANALYZING SPATIAL USER BEHAVIOR IN<br />
COMPUTER GAMES USING GEOGRAPHIC INFORMATION<br />
SYSTEMS<br />
M<strong>in</strong>dtrek 2009 (ACM conference), Anders Drachen Alessandro Canossa<br />
ABSTRACT<br />
An important aspect of the production of digital games is user-oriented test<strong>in</strong>g. A central problem<br />
fac<strong>in</strong>g practitioners is however the <strong>in</strong>creas<strong>in</strong>g complexity of user-game <strong>in</strong>teraction <strong>in</strong> modern<br />
games, which places challenges on the evaluation of <strong>in</strong>teraction us<strong>in</strong>g traditional user-oriented<br />
approaches. Gameplay metrics are <strong>in</strong>strumentation data which detail user behavior with<strong>in</strong> the<br />
virtual environment of digital games, form<strong>in</strong>g accurate and detailed datasets about user behavior<br />
that supplement exist<strong>in</strong>g user-test<strong>in</strong>g methods such as playtest<strong>in</strong>g and usability test<strong>in</strong>g. In this<br />
paper exist<strong>in</strong>g work on gameplay metrics is reviewed, and spatial analysis of gameplay metrics<br />
<strong>in</strong>troduced as a new approach <strong>in</strong> the toolbox of user-experience test<strong>in</strong>g and –research.<br />
Furthermore, Geographic Information Systems (GIS) are <strong>in</strong>troduced as a tool for perform<strong>in</strong>g spatial<br />
analysis. A case study is presented with Tomb Raider: Underworld, showcas<strong>in</strong>g the merger of GIS<br />
with gameplay metrics analysis and its application to game test<strong>in</strong>g and –design.<br />
Keywords: game development, user behavior, metric, gameplay metric, geographic<br />
<strong>in</strong>formation system<br />
1. INTRODUCTION<br />
User-oriented game test<strong>in</strong>g [12] dur<strong>in</strong>g production and post-launch has been performed for<br />
decades and forms a key aspect of game production [e.g. 16,17,23,25,29-31]. Unlike technical<br />
test<strong>in</strong>g (e.g. bug hunt<strong>in</strong>g), user-oriented game test<strong>in</strong>g has traditionally been performed us<strong>in</strong>g<br />
<strong>in</strong>formal methods such as surveys and <strong>in</strong>terviews [23]. With<strong>in</strong> the last decade, and notably the past<br />
few years, a variety of new structured methodologies have been adapted from Human-<strong>Computer</strong><br />
Interaction research (HCI) and applied to user-oriented game test<strong>in</strong>g or research [16,18], e.g.<br />
different forms of playtest<strong>in</strong>g and usability-test<strong>in</strong>g [7,23,26,27].<br />
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