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slide 1- despre BI (?

)
Business intelligence (BI) is the set of techniques and tools for the transformation of raw data into
meaningful and useful information for business analysis purposes. BI technologies are capable of
handling large amounts of unstructured data to help identify, develop and otherwise create new
strategic business opportunities. The goal of BI is to allow for the easy interpretation of these large
volumes of data. Identifying new opportunities and implementing an effective strategy based on
insights can provide businesses with a competitive market advantage and long-term stability

slide 2 - domenii in care se foloseste BI (?)


-university admission
-Federal Government
-Social Media
-Food Industry
-Fashion
-Video Games

slide 3 - capturing data from a game


Primii care au folosit: Internet gambling, MMOG and RPG game providers were early adopters of
traditional business intelligence tools

Aspecte urmarite: -players, traffic sources, renevue, understand cost of acquisition, player
retention, revenue per player, game mechanics factors, identification of important players in the
game community
Nu trebuie sa interfereze cu: The speed of game play, transitions in a game and messaging in the
game,
There has to be a place to put the data and a way to handle the spikes that can
occur in game data generation

Slide 4 [imagine] Dossier framework


The player dossier framework identifying how gameplay is transformed into data
that can be analyzed and shared.
The first three stages explain how player dossiers are built to function by recording
game data to validate player motivations and visually contextualized that data for a
players consumption. The last two stages proclaim dossier systems afford the
practices of analyzing and sharing game data to players. Each stage contributes to
a feedback loop perpetrated by a player dossier system which spurs players to
create more game data through continued play.
slide 5 -ce ne motiveaza sa jucam?
Players are motivated to play games for different reasons as is often argued by
researchers studying player types (Bartle, 2003; Lazzaro, 2009; Yee, 2007). Yee, for
instance, breaks down player motivation into three sub-categories: Achievement,
Social and Immersion (Yee, 2007). Players with achievement motivations focus on
advancement within the game, optimizing their gameplay using a games
mechanics and competing with other players. Social motivations involve socializing,
forming relationships and working with a team. Finally, the immersion category
contains motivations for discovering hidden gameplay elements, roleplaying, game
customization and escaping from the real world. Other motivation frameworks break
down motives into similar categories. Lazzaro breaks down motivation into four
emotional categories that players feel when having fun playing games: hard fun

(e.g. competition and achievement), easy fun (roleplay and discovery), serious fun
(escape and advancement), and people fun (socializing and customization)
clide 6 - Wow example
World of Warcraft Armory - The main feature of the World of Warcraft Armory player
dossier system focuses on exhibiting each players avatar from the game. The
Armory uses similar artwork and functionality from World of Warcraft (WoW) for
displaying avatars and their related information (Figure 5). The avatars appearance,
item descriptions and combat values are all available to a player through their
Armory profile. Other data points about a players avatar are also displayed
including: talents, reputation, achievements, Player verses Player (PvP) standings
and guild information. Having a similar setup found in WoW makes it easier for
players to automatically understand how to use the Armory and begin taking
advantage of data provided. Players can easily jump from their own avatar to their
friends avatar page before heading over and assessing a rival guilds roster. Since
WoW is an MMO the Armorys features are indicative of how players focus on their
personal game personas and the connection they create between other players.
[imagine ] - wow armory
slide 7
The way that player dossiers validate and contextualize gameplay data is very
similar to how online user profiles function. Both types of systems allow users the
ability to provide personalized data and construct meaningful information about
their identity, which is consumed by other users. However, the major difference
between player dossiers and user profile systems is that players can gain insights
from analyzing their own gameplay information, which is automatically generated
instead of being intricately constructed.
(daca nu pun primele 2 slideruri- eventual alte slideuri de dossiers?)
slide final - de ce ar parasi userii jocul
[Imagine- capture]
de spus eventual niste detalii

1. Difficulty isnt balanced


Often, linear games can have a difficulty level that spikes too early, making it
very hard for players to progress and have fun. Players need to enjoy what
the game has to offer and have the chance to experience as much of the
gameplay as possible before feeling so challenged. Players will simply leave
if they find that a game is too difficult too early on so its essential you
ensure that the difficulty increases steadily as your players progress through
the game.

2. A lack of resources

The large majority of games have some sort of limited resource to help
players progress through the game, but if these are only obtained by realmoney purchases or are too hard to come by, players will be turned off. Allow
players the chance to grind in return for resources, or award them for hitting
milestones such as levelling up or finishing a mission.

3. Poor on-boarding process


No player wants to have their hand held throughout the entirety of a game,
but at the same time there needs to be enough guidance to help them learn
the game and discover all of its features. If a player is left feeling like they
dont know what to do next too early on, they wont play again. Ensure that
the on-boarding process covers all aspects of your game and that players
know what to do next at all times.

4. Lack of rewards
Rewarding players for their accomplishments in-game helps them to feel
motivated and will keep them playing in order to receive the bigger and
better rewards. Without this, they lose the motivation to keep going and will
soon leave the game for good. Ensure that every big milestone like levelling
up or finishing a mission is rewarded. You could also include other
achievements with their own rewards, like finishing a mission in a certain
time.

5. Poor first impressions


As in life, first impressions count, which means that those first few minutes
with your game can make all the difference to whether your players return. A
badly designed game with an ugly UI or thats full of bugs will put your
players off.

6. Lack of tasks

While it may seem obvious, but if your players dont have anything to do,
they wont return to your game. As well as the main gameplay, you can give
your players more to do by including side missions, mini-games or other
alternative tasks.

7. Lack of appointment setting


By appointment setting, you give your players an incentive to come back to
your game at a certain time. By making this a special event, your players will
actively remember to come back and check it out. Hold weekly tournaments,
have the game give double XP for a pre-planned period of time, or introduce
a daily bonus which rewards items each day the player logs in.

8. Not fun!
If a game requires an endless task of repetitive grinding with little reward or
sense of achievement is only going to put your players off coming back. Any
early grinding or wait times shouldnt be too long. Similarly, resource costs
shouldnt be too high and increase slowly as players progress.

9. Unoriginal content
If your game doesnt offer any new experiences or challenges, players will
leave your game and go back to their established favourites. Focus on
something special that sets it apart, for example through the setting, story,
art style or gameplay mechanic.

10. Lack of repeat play opportunities


Being able to repeat parts of your game is a great way to ensure that your
players come back, otherwise theyll stop as soon as theyve completed
certain areas. Give players a reason to replay missions or levels. These could

be cosmetic unlockables for their character such as a new costume, or


rewards for a higher score which make future missions easier, such as a rare
weapon.

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