The human-computer interaction handbook
Visualizing Competitive Behaviors in Multi-User Virtual Environments
VIS '04 Proceedings of the conference on Visualization '04
INFOVIS '05 Proceedings of the Proceedings of the 2005 IEEE Symposium on Information Visualization
VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visualization of online-game players based on their action behaviors
International Journal of Computer Games Technology - Networking for Computer Games
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
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Eigensolver methods for progressive multidimensional scaling of large data
GD'06 Proceedings of the 14th international conference on Graph drawing
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Mining game statistics from web services: a World of Warcraft armory case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Analysis of level design 'push & pull' within 21 games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Data cracker: developing a visual game analytic tool for analyzing online gameplay
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
DOGeometry: teaching geometry through play
Proceedings of the 4th International Conference on Fun and Games
How does it play better?: exploring user testing and biometric storyboards in games user research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mastering the art of war: how patterns of gameplay influence skill in Halo
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
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Contemporary video games are highly complex systems with many interacting variables. To make sure that a game provides a satisfying experience, a meaningful analysis of gameplay data is crucial, particularly because the quality of a game directly relates to the experience a user gains from playing it. Automatic instrumentation techniques are increasingly used to record data during playtests. However, the evaluation of the data requires strong analytical skills and experience. The visualization of such gameplay data is essentially an information visualization problem, where a large number of variables have to be displayed in a comprehensible way in order to be able to make global judgments. This paper presents a visualization tool to assist the analytical process. It visualizes the game space as a set of nodes which players visit over the course of a game and is also suitable to observe time-dependent information, such as player distribution. Our tool is not tailored to a specific type of genre. To show the flexibility of our approach we use two different kinds of games as case studies.