Real-Time Gameplay Data and Biometric Measurement Integration as a Data Source for Game User Research

被引:0
作者
Balcerzak, Adam [1 ]
Laczynski, Marcin [1 ]
Hufschmitt, Aline [2 ]
Gackowski, Tomasz [1 ]
机构
[1] Univ Warsaw, Warsaw, Poland
[2] CREC St Cyr Ecoles Coetquidan, Guer, France
来源
DIGITAL INTERACTION AND MACHINE INTELLIGENCE, MIDI 2023 | 2024年 / 1076卷
关键词
game user research; game analytics; biometric research; shooter game; data integration; BEHAVIOR;
D O I
10.1007/978-3-031-66594-3_15
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This research project, conducted at the Laboratory of Media Studies, University of Warsaw in cooperation with CREC Saint Cyr Ecoles de Coetquidan, Guer, France, aims to explore the integration of automated gameplay analysis and biometric tools to enhance the game user experience. The study utilized a custom-developed first-person shooter game. Twenty-two student participants from the Faculty of Journalism and Book Studies at the University of Warsaw took part in the research. They were divided into two groups based on their gaming experience-heavy gamers and light gamers. The study focused on the emotional reactions (facetracking) of these participants during gameplay and specified in-game events. The research findings revealed that heavy gamers exhibited stronger emotional responses, particularly joy, when successfully hitting targets in the game. This suggests that game elements could be modified to enhance player satisfaction. However, the study acknowledges the absence of baseline recordings and the need for additional biometric measurements. The research demonstrates the potential of integrating automated gameplay analysis and biometric research to improve game user experiences. It offers valuable insights for game developers and highlights the significance of individual gaming backgrounds. Future work should address the limitations and refine the research procedure for wider application in the gaming industry.
引用
收藏
页码:144 / 156
页数:13
相关论文
共 32 条
[1]   Mission Impact: Role of Protection of Information Systems [J].
Anderson, Evan ;
Choobineh, Joobin ;
Fazen, Michael ;
Grimaila, Michael .
PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON INFORMATION WARFARE AND SECURITY, 2010, :1-15
[2]   Automatic collection of user behavior in 360° multimedia [J].
Bibiloni, Toni ;
Oliver, Antoni ;
del Molino, Javier .
MULTIMEDIA TOOLS AND APPLICATIONS, 2018, 77 (16) :20597-20614
[3]  
Canossa A., 2011, Proceedings of the 6th International Conference on Foundations of Digital Games, FDG '11, P61
[4]  
Desurvire H, 2009, LECT NOTES COMPUT SC, V5621, P557, DOI 10.1007/978-3-642-02774-1_60
[5]  
Drachen A., 2018, Games user research, VFirst
[6]  
Drachen A., 2009, P 13 INT MINDTREK C, P182, DOI [DOI 10.1145/1621841.1621875, 10.1145/1621841.1621875]
[7]  
Drachen A., 2009, Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era (Tampere, Finland, 2009), P202, DOI [10.1145/1621841.1621878, DOI 10.1145/1621841.1621878]
[8]   Evaluating motion: spatial user behaviour in virtual environments [J].
Drachen, Anders ;
Canossa, Alessandro .
INTERNATIONAL JOURNAL OF ARTS AND TECHNOLOGY, 2011, 4 (03) :294-314
[9]  
Drachen Anders., 2013, Gameplay Metrics in Game User Research: Examples from the Trenches, P285, DOI [DOI 10.1007/978-1-4471-4769-5_14, 10.1007/978-1-4471-4769-5, DOI 10.1007/978-1-4471-4769-5]
[10]  
Drachen Anders., 2013, Game Analytics: Maximizing the Value of Player Data, P13, DOI [DOI 10.1007/978-1-4471-4769-5_2, 10.1007/978-1-4471-4769-5, DOI 10.1007/978-1-4471-4769-5]