Analyzing spatial user behavior in computer games using geographic information systems

  • Authors:
  • Anders Drachen;Alessandro Canossa

  • Affiliations:
  • IT University of Copenhagen, Copenhagen S, Denmark;IO Interactive/Danish Design School, Copenhagen K, Denmark

  • Venue:
  • Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
  • Year:
  • 2009

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Abstract

An important aspect of the production of digital games is user-oriented testing. A central problem facing practitioners is however the increasing complexity of user-game interaction in modern games, which places challenges on the evaluation of interaction using traditional user-oriented approaches. Gameplay metrics are instrumentation data which detail user behavior within the virtual environment of digital games, forming accurate and detailed datasets about user behavior that supplement existing user-testing methods such as playtesting and usability testing. In this paper existing work on gameplay metrics is reviewed, and spatial analysis of gameplay metrics introduced as a new approach in the toolbox of user-experience testing and research. Furthermore, Geographic Information Systems (GIS) are introduced as a tool for performing spatial analysis. A case study is presented with Tomb Raider: Underworld, showcasing the merger of GIS with gameplay metrics analysis and its application to game testing and design.