2020
DOI: 10.1007/s40869-020-00121-5
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Gameplay Analysis of Multiplayer Games with Verified Action-Costs

Abstract: Measuring player skill cannot be done by considering their historical success alone as the relative skill of their opponents must be considered along with confounding factors such as luck and circumstance. With a specifically designed game, every possible player action can be attributed a cost, the value by which a player reduces their maximum probability of winning. By considering the costs of the actions made by a player we can obtain a more accurate representation of how skilful they are. We developed such … Show more

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Cited by 4 publications
(3 citation statements)
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“…Multiple data collection methods were employed, including a player survey, gameplay analysis using Valve Corporation's replay feature, academic research reviews, and expert opinions (Figure 5). Gameplay analysis is crucial for understanding a video game's mechanics, interactions, and potential improvements [52] [53]. It identifies strategies and tactics players can apply to real-world problem-solving through active observation and in-depth examination of gameplay footage [52].…”
Section: Methodsmentioning
confidence: 99%
“…Multiple data collection methods were employed, including a player survey, gameplay analysis using Valve Corporation's replay feature, academic research reviews, and expert opinions (Figure 5). Gameplay analysis is crucial for understanding a video game's mechanics, interactions, and potential improvements [52] [53]. It identifies strategies and tactics players can apply to real-world problem-solving through active observation and in-depth examination of gameplay footage [52].…”
Section: Methodsmentioning
confidence: 99%
“…In another study, the skills of a player when playing games were determined using factors namely historical success, luck, and circumstances. The game developed and used was the RPG Lite game, which was analyzed to identify possible shortcomings [25]. The perceived ease-ofuse (PEOU), perceived usefulness (PU), attitude against use (ATU), intention to use (ITU), and actual use (AU), alongside additional variables of social influence (SI), personal (P), and excitement have also been used to identify online game factors for students [26].…”
Section: B State Of the Artmentioning
confidence: 99%
“…Michael found that there is a significant relationship between cognitive and technology use (Young et al, 2012). According to William, this is because games allow players to learn in a challenging environment where they can make mistakes and learn by doing (Kavanagh & Miller, 2021).…”
Section: Figure 1 Analysis Of Student Needs For Educational Gamesmentioning
confidence: 99%