Analyzing User Behavior in Digital Games

Author(s):  
Anders Drachen ◽  
Alessandro Canossa

User research in digital game development has in recent years begun to expand from a previous existence on the sideline of development, to a central factor in game production, in recognition that the interaction between user and game is crucial to the perceived user experience. Paralleling this development, the methods and tools available for conducting user research in the industry and academia is changing, with modern methods being adopted from Human-Computer Interaction (HCI). Ubiquitous tracking of player behavior and player-game interaction forms one of the most recent additions to the arsenal of user-research testers in game development and game research. Player behavior instrumentation data can be recorded during all phases of game development, including post-launch, and forms a means for obtaining highly detailed, non-intrusive records of how people play games. Behavioral analysis is a relatively recent adoption to game development and research. However, it is central to understanding how games are being played. In this chapter, the current state-of-the-art of behavior analysis in digital games is reviewed, and a series of case studies are presented that showcase novel approaches of behavior analysis and how this can inform game development during production. The case studies focus on the major commercial game titles Kane & Lynch: Dog Days and Fragile Alliance, both developed by IO Interactive/Square Enix Europe.

eTopia ◽  
2009 ◽  
Author(s):  
Owen Livermore

From media-driven moral panics to colossal business failures, digital games have historically been rife with crisis, defining the games industry and its practices to a significant degree. More recently, media discourse regarding the very aggressive global economic crisis is host to an ideological game where the form and context of crisis is shaped into a number of disparate and sometimes contradictory conclusions about the current state of digital game development. I will provide an overview pinpointing some of the recent claims made about the digital games industry and relate this discursive context to the ongoing challenges of the peoplewho work within it. Additionally, in an effort to address the title and theme of the Intersections2009 Conference, I wish to highlight the ways in which crisis can be “disruptive”, but also manipulable and productive in ways that reveal both hegemonic industry mandates and opportunities for bottom-up mobilization.


Author(s):  
Kathrin Gerling ◽  
Conor Linehan ◽  
Regan Mandryk

This chapter provides an overview of challenges that emerge from the involvement of players with special needs in game development, focusing on user involvement in early design stages, and challenges that emerge during playtesting. Through three case studies focusing on young children, people with disabilities, and older adults, we offer insights into appropriate methodology for GUR with diverse audiences. Additionally, we discuss strategies to establish a respectful and empowering process for user involvement.


Communicology ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. 54-62 ◽  
Author(s):  
F.I. Sharkov ◽  
T.N. Lugovsky

This article gives a detailed description of the principle of a comprehensive study of the current state of the management system of civil servants’ professional, describes the development of practical measures and recommendations for its optimization, given the effectiveness of improving the professional development of civil servants. The relevance of this article is based on the need to develop a science-based approach to the rapid transformation of the civil service using modern methods of personnel management for the growth of potential and professionalism of civil servants.


2020 ◽  
Vol 13 (5) ◽  
pp. 1008-1019
Author(s):  
N. Vijayaraj ◽  
T. Senthil Murugan

Background: Number of resource allocation and bidding schemes had been enormously arrived for on demand supply scheme of cloud services. But accessing and presenting the Cloud services depending on the reputation would not produce fair result in cloud computing. Since the cloud users not only looking for the efficient services but in major they look towards the cost. So here there is a way of introducing the bidding option system that includes efficient user centric behavior analysis model to render the cloud services and resource allocation with low cost. Objective: The allocation of resources is not flexible and dynamic for the users in the recent days. This gave me the key idea and generated as a problem statement for my proposed work. Methods: An online auction framework that ensures multi bidding mechanism which utilizes user centric behavioral analysis to produce the efficient and reliable usage of cloud resources according to the user choice. Results: we implement Efficient Resource Allocation using Multi Bidding Model with User Centric Behavior Analysis. Thus the algorithm is implemented and system is designed in such a way to provide better allocation of cloud resources which ensures bidding and user behavior. Conclusion: Thus the algorithm Efficient Resource Allocation using Multi Bidding Model with User Centric Behavior Analysis is implemented & system is designed in such a way to provide better allocation of cloud resources which ensures bidding, user behavior. The user bid data is trained accordingly such that to produce efficient resource utilization. Further the work can be taken towards data analytics and prediction of user behavior while allocating the cloud resources.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


Author(s):  
Hai-Tao Zheng ◽  
Xin Yao ◽  
Yong Jiang ◽  
Shu-Tao Xia ◽  
Xi Xiao

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