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Game Analytics
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Interactive Digital Entertainment
User Digital/ Social Media Behavioral economics Game Industry HCI Informa-tion Science Computer Science Digital storytelling, online behavior Persuasion, value, learning User behavior, data mining Development, game economics Communication in games Play experience, design
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Personal background MSc. In Natural Sciences PhD in Computer Science
Large-scale trends and evolutions in time/space, Geographic Information Systems PhD in Computer Science Empirical evaluation of games, HCI, user testing, game telemetry Post doc. At the Center for Computer Games Research, IT University Copenhagen Play experience, biometrics, game data mining, game development RA/project lead, Department of Informatics, Copenhagen Business School Game piracy, behavioral economics, co-creation – more game telemetry data mining Assistant Prof., Department of Communication, Aalborg University Yet more game data mining, more game development, more innovation Co-Founder & Lead Game Analyst, GameAnalytics Tools and consulting on application of game telemetry to development
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Research breakdown 90% applied research
10% theory (play experience, play personas) Collaboration with industry – real needs Collaboration with international colleagues 1 single-authored publication ...
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Game user research
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Game User Research Focus: How users interact with IDE applications and each other + the business side Game User Research – answering e.g.: Who are the users of interactive digital entertainment products? What do they do and where, with whom and why? How do we develop products for different users? GUR is a nebulous concept at best, reflecting that user-oriented research in IDE is relatively young
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Game User Research Multi-disciplinary ”field”
Researchers from CS, HCI, communication, design, media, psychology, AI, art, economics, development ... Emergent field – lack of established theory Exponential growth in research publications Backed by a growing industry where users are central
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Game User Research Four main lines of investigation in GUR:
Usability: Can the user operate the controls? Playability: Is the user having a good experience? Behavior: What is the user doing while playing? Development: Integrating GUR in business practices
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Game User Research Why interesting? New field Multi-disciplinary
New field of research Emerging methodologies + theories Plenty of tough problems Collaboration Broad relevance Multi-disciplinary Affects millions of people Industry interest Latest technologies New field Multi-disciplinary Impact
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Interactive Digital Entertainment
User Digital/ Social Media Behavioral economics Game industry HCI Informa-tion Science Computer Science Digital storytelling, online behavior Persuasion, value, learning User behavior, data mining Development, game economics Communication in games Play experience, design
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Patterns in play behavior Behavior correlations with PX/PsyPys/design
User behavior Patterns in play behavior Play personas Spatial user behavior Behavior correlations with PX/PsyPys/design Understanding games and players Improving development & testing
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Game metrics
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What are game metrics? Metrics = Business Intelligence [BI]
BI is derived from computer-based methods for identifying, extracting and analyzing business data for strategic or operational purposes Across market-, geographic- and temporal distance Supports decision making (Decision Support Systems)
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What are game metrics? Quantitative measures about any aspect of games
Players: gameplay, customers, monetization, Production: team size, pipeline, milestones, markets Technical performance: servers, infrastructure Any other relevant quantitative measure (e.g. management) Analysis of game metrics = game analytics [No accepted definition (working on a standard)]
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What are game metrics? Metrics are measures, e.g.:
Average playtime per player Number of ”Swords of Mayhem +5” sold Daily Active Users % server uptime/stability Avg. network latency Bugs reported/bugs resolved /day Customer support call avg. length Players Performance Process
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Players
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Players
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Performance
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Process
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Process
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Why game metrics analysis?
Big data: populations not samples Understanding all players Research/development out of the lab and into the real world Big depth: Detailed recording of all aspects of play Includes communication, navigation, cross-games ... Combining GUR data sources for in-depth research
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Challenges Behavioral telemetry inform what players are doing, only by inference why Finding the right features to track is not obvious Managing the allure of numbers
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Game Data Mining
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Game data mining Game data mining = data mining of game metrics
Gartner Group: “the process of discovering meaningful new correlations, patterns and trends by sifting through large amounts of data stored in repositories, using pattern recognition technologies as well as statistical and mathematical techniques”
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Game Data Mining: approaches
Common approaches in game data mining: Description Characterization Discrimination Classification Estimation Prediction Clustering Association
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Description Simple description of patterns in data
Accomplished using Explorative Data Analysis Example: how rapidly does the ”warrior” class advance through levels? Answers many questions from designers and producers
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Description Drill down/across
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Prediction Using a large number of known values to predict possible future values How many players will an MMORPG have in 3 months? When will a F2P break the 1 million player threshold? When will people stop playing? One of the most widely used data mining methods in game analytics Persistent world games MMOs F2P
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Clustering Orders data into classes, but the class labels are unknown (unsupervised) Groups formed according to internal similarity vs. across-group dissimilarity Subjective element Problems applying algorithms to game metrics
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Player Behavior in Tomb Raider: Underworld w/ Alessandro Canossa, Georgios Yannakakis, Julian Togelius, Hector Perez, Tobias Mahlman
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Behavior in TRU Goal: Using gameplay (behavior) metrics to classify the behavior of users Uses: Comparing behavior with design intent Optimization of game design Debugging of playing experience Adaptation: Real-time dynamic adaptation to player type
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Behavior in TRU Tomb Raider: Underworld (2008)
AAA-level commercial title Data from 1.5 million users via Square Enix Hundreds of variables Metrics should fit purpose Selected variables fitting key game mechanics Jumping, completion time, causes of death …
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Behavior in TRU Analysis: Revealed a 4 distinct behaviors (94% users)
Clustering algorithms (PCA, k-means) Self-Organizing Map (unsupervised) Revealed a 4 distinct behaviors (94% users) Players use the entire design space Behaviors translated into design terms
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Behavior in TRU 8.68% (Veterans): Very few death events (environment). Fast completion times. Generally perform very well in the game. 22.12% (Solvers): Die rarely, very rarely use the help system. Slow completion. Slow pace of play. 46.18% (Pacifists): Largest group of players, dies from enemies. Fast completion time, minimal help requests. Good navigation skills, not experienced with FPS-elements in TRU. 16.56% (Runners): Die often (enemies, environment), uses the help system, very fast completion time
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Behavior in TRU Towards big data: 1st study: 1365 players
2nd study: 30,000 players 3rd study: 203,000 players 4th study (in prep): 1.6 million players 5th study (in prep): across games From dozens to hundreds of variables
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Behavior in TRU Can we predict when people stop playing?
Use: uncovering design problems; engagement Approach TRU: 7 levels + prologue 10,000 randomly selected players 7 groups of metrics (400+ variables) Training data: lvl 1 Simple logistic regression best fit: 77.3% (base: 39)
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Behavior in TRU Decision trees (prediction)
Use: predicting player behavior; transparent models – ideal for communicating across stakeholders Level-2 rewards Rewards > 10 Level-3 playtime -> playtime > 43 minutes : 4 -> playtime < 43 minutes : 7 Rewards < 10 : 2 Lvl 2 rewards and playtime lvl 3 predictors of quitting
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Fun Facts about Character Names w/ Christian Thurau
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Character names Do paladins always have names like ”Healbot”?
Do Warlocks always have names like ”Ûberslayer?” Are mages always called ”Gandalf”? Are there any kind of ?
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Character names 7,938,335 WOW characters (5 years logging)
Name, Race, Class, Playtime, Guild, Server Type, Domain, etc. ...
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3,803,819 Some findings unique names (a surprising lot)
More diverse than real-world names - despite naming constrictions Looks like naming is important to players – only unique feature you have RP-characters most diverse (83% unique – rest ~58%)
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Any relationships between name and game features?
Class
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Any relationships between name and game features?
Race
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Races ”Pretty” ”Bestial”
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2D-isomap projection (dimensionality reduction technique)
”pretty” races named differently than ”bestial” races Not due to differences in m/f character ratios
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Gnomes and dwarfs named as ”bestial” races?
= Gnomes and dwarfs named as ”bestial” races? =
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RP vs. PvP/PvE servers Names on US servers different from EU servers
Except for RP realms (larger overlap btw. EU/US)
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Can we predict names? What is the chance that ”Gimli” will be a dwarf?
Estimated conditional propabilities of a given class/race/server type given a particular character name Class and Race best predictors, but server type and faction also hints at naming decisions Some names are very good predictors, others are not -> so yes, Gimli will likely be a dwarf
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Sources of inspiration
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Sources of inspiration
1000 most common names 128,058 (not a lot, but still 100* bigger than any other study) 38 coding categories found Some names multiple categories/hard to classify (e.g. ”Raziel”)
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Sources of inspiration
Regular vanilla real-world names most common (Sara, Mia, etc.) [186] Mythology – notably Greek [164] Anubis, Odin, Ares, Loki, Nemesis Popular culture – games, cartoons, film ... [174] Naruto, Sakura, Tidus, Valeria, Revan, Zelda Fantasy literature (Tolkien rules supreme) [39] Earendil, Sonea, Morgoth, Aragorn A lot of names in breach of ToU
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Sources of inspiration
697 of 1000 names categorized Rest: Nouns, verbs of unspecified nature Semantic nature to categorize: ”Negative”: Nightmare, Sin, Fear, Requiem ”Positive”: Hope, Love, Pure ”Neutral”: Who, Moonlight, Magic, Snow
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Sources of inspiration
Names with negative semantic meaning 6 times more common than positive semantic Are gamers depressed? Or do ”dark” names just sound cooler?
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Perspectives Lots of ”why”´s unanswered:
Why are certain names more popular than others? Why do the Mage class exhibit a greater variety of names than other classes? Why do some players pick names of characters from the same game they are playing? Need to talk to the players ...
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Future
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Future Demand in the IDE industry Attractive research challenges
Unique openness to research-industry collaboration Attractive research challenges Complex, mixed-methods, multi-disciplinary, big data
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Future Better methods and algorithms (all forms of metrics)
Correlating behavior, PX and design Spatial game analytics User profiling: behavior, personality, motivations ... Decoding and predicting behavior Maturing development practices (from joint warehousing to GUR) ”Guerrilla metrics”-methods
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Playtime and power laws w/Fraunhofer IAIS
6+ games 5+ game ”types” Same patterns? 90%+ prediction Power law: When the frequency of an event varies as a power of some attribute of that event (session length) Does all playtime behavior follow a power law?
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Thank you
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Want to know more? Blog.gameanalytics.com andersdrachen.wordpress.com
[slide deck available here] IGDA GUR SIG – LinkedIn group, 350+ members The GUR SIG Mendeley Library – mixed industry/research GDC archives – industry SOTA Research publications – ACM, IEEE, Springer digital libraries + new book on game telemetry out 2012
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