Design Research: Methods and Perspectives
Design Research: Methods and Perspectives
Visualizing Competitive Behaviors in Multi-User Virtual Environments
VIS '04 Proceedings of the conference on Visualization '04
GeoTime Information Visualization
INFOVIS '04 Proceedings of the IEEE Symposium on Information Visualization
VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating user experiences in games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
3D Space-time visualization of player behaviour in pervasive location-based games
International Journal of Computer Games Technology
Visualization of online-game players based on their action behaviors
International Journal of Computer Games Technology - Networking for Computer Games
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Analyzing spatial user behavior in computer games using geographic information systems
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
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
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This article describes the analysis of a simple, free-to-play real-time strategy (RTS) game called Pixel Legions. In developing this analysis, we worked with the developer to instrument, collect, and analyze telemetry data. The game design questions examined constitute macro- and micro-level analysis. We used pre-existing statistical and visualization tools to examine the macro-level questions. However, micro-level analysis was more game-specific, which required us to develop a novel visualization system to answer these questions in a way that is easy for the designer to understand. Our contribution constitutes the system we built and the analysis we developed to answer the questions imposed by the designer.