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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elated to player-game <strong>in</strong>teraction are generally termed gameplay metrics [16,17], and serve to<br />
provide detailed quantitative <strong>in</strong>formation about the player (user) behavior. Gameplay metrics form<br />
objective data on the player-game <strong>in</strong>teraction. Any action the player takes while play<strong>in</strong>g can<br />
potentially be measured, from low-level data such as button presses to <strong>in</strong>-game <strong>in</strong>teraction data on<br />
movement, behavior etc.<br />
The term “metric” – as it is used here - stems from computer science, and denotes a standard unit<br />
of measure, with metrics generally be<strong>in</strong>g organized <strong>in</strong> systems of measurement, utilized <strong>in</strong> the<br />
evaluation and measurement of processes, events, <strong>in</strong>teraction etc. [4,10]. In general, gameplay<br />
metrics can be recorded for any type of user-<strong>in</strong>itiated behavior where <strong>in</strong>teraction takes place <strong>in</strong> or<br />
with the virtual environment; as well as behaviors <strong>in</strong>itiated by agents or systems operat<strong>in</strong>g <strong>in</strong> the<br />
virtual environment outside of the control of the player, e.g. autonomous agents. The analysis of<br />
user behavior via gameplay metrics act as a supplement to the established methods for user-<br />
oriented research <strong>in</strong> the game <strong>in</strong>dustry and –research. For example, usability test<strong>in</strong>g focuses on<br />
measur<strong>in</strong>g the ease of operation of a game, while playability test<strong>in</strong>g explores is users have a good<br />
play<strong>in</strong>g experience [11]. Gameplay metrics analysis offers however <strong>in</strong>sights <strong>in</strong>to how the users are<br />
actually play<strong>in</strong>g the games be<strong>in</strong>g tested.<br />
In this presentation, an <strong>in</strong>strumentation-based solution to the challenge of locat<strong>in</strong>g methods for<br />
acquir<strong>in</strong>g and analyz<strong>in</strong>g detailed data about user behavior <strong>in</strong> computer games is presented. The<br />
approach has been formed <strong>in</strong> collaboration between Danish game developer IO Interactive (a<br />
subsidiary of EIDOS Enterta<strong>in</strong>ment), and the IT University of Copenhagen. The solution is<br />
presented via several different case studies which are covered <strong>in</strong> the presentation, based on recent<br />
major commercial games announced or published. The case studies showcase the strength of<br />
gameplay metrics analysis, namely the ability to provide quantitative and detailed data on player<br />
behavior, as well the ability to establish large datasets and m<strong>in</strong>e these <strong>in</strong> order to establish detailed<br />
patterns of user behavior <strong>in</strong> specific contexts, thereby provid<strong>in</strong>g a tool for not only game<br />
development and –design; but also general user-oriented research <strong>in</strong> <strong>in</strong>teractive enterta<strong>in</strong>ment.<br />
Figure 1: An example of a simple gameplay metrics analysis. The diagram details a time-spent<br />
analysis [3] of the choice of weapons equipment for a s<strong>in</strong>gle player dur<strong>in</strong>g 25 m<strong>in</strong>utes of Deus Ex<br />
gameplay. The diagram lists the weapons used, the duration of time that the weapon was equipped<br />
(note: not used), and the category of the weapon:<br />
(d) = demolitions; (l) = low-tech; (p) = pistol; (r) = rifle; (h) = heavy weapon.<br />
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