Game Design Theory and Practice
Game Design Theory and Practice
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
The human-computer interaction handbook
The human-computer interaction handbook
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
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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)
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
Dynamic detection of novice vs. skilled use without a task model
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
Measuring cooperative gameplay pacing in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference 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
Gameplay experience evaluation centered on participation: the fátima game design case
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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User-oriented research in the game industry is undergoing a change from relying on informal user-testing methods adapted directly from productivity software development to integrating modern approaches to usability- and user experience testing. Gameplay metrics analysis form one of these techniques, being based on instrumentation methods in HCI. Gameplay metrics are instrumentation data about the user behavior and user-game interaction, and can be collected during testing, production and the live period of the lifetime of a digital game. The use of instrumentation data is relatively new to commercial game development, and remains a relatively unexplored method of user research. In this paper, the focus is on utilizing game metrics for informing the analysis of gameplay during commercial game production as well as in research contexts. A series of case studies are presented, focusing on the major commercial game titles Kane & Lynch and Fragile Alliance.