The human-computer interaction handbook
The human-computer interaction handbook
Game Testing
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Making sense of low-level usage data to understand user activities
SAICSIT '04 Proceedings of the 2004 annual research conference of the South African institute of computer scientists and information technologists on IT research in developing countries
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
About Face 3.0: The Essentials of Interaction Design
About Face 3.0: The Essentials of Interaction Design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visualizing Data
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Towards gameplay analysis via gameplay metrics
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
From playability to a hierarchical game usability model
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Analyzing user behavior via gameplay metrics
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
A deeper look at the use of telemetry for analysis of player behavior in RTS games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the Designing Interactive Systems Conference
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Investigating individual decision making patterns in games using growing self organizing maps
PRICAI'12 Proceedings of the 12th Pacific Rim international conference on Trends in Artificial Intelligence
Understanding individual play sequences using growing self organizing maps
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part I
Gameplay experience evaluation centered on participation: the fátima game design case
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Child-centered game development (CCGD): developing games with children at school
Personal and Ubiquitous Computing
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Game metrical data are increasingly being used to enhance game testing and to inform game design. There are different approaches and techniques to gather the metrics data; however there seems to be a lack of frameworks to read and make sense of it. In this paper, the concept of play-persona is applied to game metrics, in the specific case of character-based computer games, where the player controls a single protagonist, around whom the gameplay and -- story evolves. A case is presented for Hitman: Blood Money (IO Interactive, 2007). Player-controlled game characters can be deconstructed into a range of components and these expressed as monitored game metrics. These metrics can subsequently be utilized to discover patterns of play by building play-personas: Modeled representations of how players interact with the game. This process can also be useful to assist game design, by informing whether the game facilitates the specific play patterns implied by theoretical play-personas.