Visualization of navigation patterns on a Web site using model-based clustering
Proceedings of the sixth ACM SIGKDD international conference on Knowledge discovery and data mining
Game Design Theory and Practice
Game Design Theory and Practice
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
The human-computer interaction handbook
The human-computer interaction handbook
How do people really use text editors?
Proceedings of the SIGOA conference on Office information systems
Case Study: E-Commerce Clickstream Visualization
INFOVIS '01 Proceedings of the IEEE Symposium on Information Visualization 2001 (INFOVIS'01)
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A visual tool for tracing users' behavior in Virtual Environments
Proceedings of the working conference on Advanced visual interfaces
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Visualizing Competitive Behaviors in Multi-User Virtual Environments
VIS '04 Proceedings of the conference on Visualization '04
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
Funology: from usability to enjoyment
Funology: from usability to enjoyment
VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Observing the User Experience: A Practitioner's Guide to User Research (Morgan Kaufmann Series in Interactive Technologies) (The Morgan Kaufmann Series in Interactive Technologies)
Dynamic detection of novice vs. skilled use without a task model
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video 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
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toolset to explore visual motion designs in a video game
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
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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.