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Dinara Moura | dinara@sfu Dr. Magy Seif El-Nasr | magy@sfu

Visualizing and understanding. players’ behavior in video games :. discovering patterns and supporting. aggregation and comparison. Dinara Moura | dinara@sfu.ca Dr. Magy Seif El-Nasr | magy@sfu.ca. Game Usability. Questionnaires, Surveys Interviews Observation Think Aloud.

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Dinara Moura | dinara@sfu Dr. Magy Seif El-Nasr | magy@sfu

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  1. Visualizingandunderstanding players’ behavior in video games: discovering patterns and supporting aggregation and comparison DinaraMoura | dinara@sfu.ca Dr. MagySeif El-Nasr | magy@sfu.ca

  2. Game Usability • Questionnaires, Surveys • Interviews • Observation • Think Aloud

  3. Game Analytics: Telemetry Visualization From Ubiosoft, GDC talk

  4. Game Analytics: Eye Tracking From Report KeyLime Interactive working with THQ, 2010

  5. Our Approach Telemetry/Metrics User Insight 2011-2014 (GRAND funded) Eye Tracking data Qualitative Self Report

  6. Eye tracking

  7. Qualitative self report Who is testing the game? [expertise, favorite games, how much money spent in entertainment and games, hours/week, platform, RPGs/Dragon Age] Interview after each play session [keep playing, experience in general, got lost, accomplished all tasks]

  8. Eye tracking data Areas of interest [HUD] How players use the menu and the map Distractions (3D environment) Visual attributes affecting performance [e.g. colors, environmental layout, motion]

  9. Player confirms if he is heading to the right direction

  10. Player confirms if he is heading to the right direction

  11. Player tries to open a chest, but misses information on the bottom right

  12. Player tries to open a chest, but misses information on the bottom right

  13. Effort

  14. Effort

  15. Pros and Cons Quantitative data Static elements 3D dynamic environments Point of view Intersection of fixations with object of interest detection

  16. Telemetry & Metrics Player behavior What do players do [and don’t] while playing? Do they miss important information? [e.g. collection, important characters, etc] Can we identify if the player is lost?

  17. Three different clusters of players’ behavior. Time spent/area, interactions with NPCs, map activation, menu activation and players’ paths were measured.

  18. Triangulation • User • Insight

  19. Thanks to our supporters Questions? DinaraMoura | dinara@sfu.ca Dr. MagySeif El-Nasr | magy@sfu.ca

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