Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System 2012
DOI: 10.1145/2336727.2336733
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Feedback-based gameplay metrics

Abstract: The application of gameplay metrics to empirically express a player's engagement with the game system has become more appealing to a broader range of researchers beyond the computer sciences. Within game studies, the appropriation and use of gameplay metrics not only further shifts these methods beyond formalized user testing (e.g. with the aim of product improvement) but creates a demand for a more universal approach to game metric extraction that can be applied to a wider range of games and account for diffe… Show more

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Cited by 8 publications
(6 citation statements)
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“…While it is usually an outlet that content creators use to share their favourite pastime to online audiences, recording and using gameplay footage as data evidence, content presentation or storytelling, and/or critical text study is already gaining traction in both research (e.g. Marczak et al 2012;Wallner & Kriglstein 2015;Redder 2023) and education applications (e.g. Gillern & Stufft 2022;Redder & Schott 2022).…”
Section: Possible Avenues For Teaching History Through Multimodal Lea...mentioning
confidence: 99%
“…While it is usually an outlet that content creators use to share their favourite pastime to online audiences, recording and using gameplay footage as data evidence, content presentation or storytelling, and/or critical text study is already gaining traction in both research (e.g. Marczak et al 2012;Wallner & Kriglstein 2015;Redder 2023) and education applications (e.g. Gillern & Stufft 2022;Redder & Schott 2022).…”
Section: Possible Avenues For Teaching History Through Multimodal Lea...mentioning
confidence: 99%
“…The first level of our analysis is focused on measurement of the game (audio visual output) together with an understanding of the player's role in its production. Player's engagement is variously represented by a novel form of game-play metrics (see Marczak et al, 2013) that maps players' within-game behaviors via the audio-visual feedback (screen and sound outputs) produced by the game, and assessing players' physiological responsiveness (indicating levels of arousal) to gaming events. Accounts of bodily responses are then translated into biometric storyboards (see Mirza-Babaei & McAllister, 2011) that visualize any commonality or co-occurrence of a player's biometric signals and game events.…”
Section: Capturing Experiencementioning
confidence: 99%
“…In addition to these advantages, this paper focuses on how our research design permitted the study to approach post-session analysis of player experience from different angles. For example, core to the development of our method for gathering feedback-based game metrics (see Marczak et al, 2013) was 1) a desire to abstract and summarize player experience using a technique that did not require researchers to view and manually code hours of game footage in real time, and 2) provide a method for gathering metrics that did not require access to game source code. When confronted with hours of captured game play footage generated with a commercially available off-the-shelf game title we get a player's distinct approach or playing style, determined by his/ her individual differences in learning style, comprehension, and perception, to name but a few variables.…”
Section: Capturing Experiencementioning
confidence: 99%
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