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Game Play Analysis Research Article
Game Play Analysis Research Article
Entertainment Computing
journal homepage: ees.elsevier.com/entcom
Review
a r t i c l e i n f o a b s t r a c t
Article history: As video games are becoming more and more complex and are reaching a broader audience, there is an
Received 24 July 2012 increasing interest in procedures to analyze player behavior and the impact of design decisions. Game
Revised 24 January 2013 companies traditionally relied on user-testing methods, like playtesting, surveys or videotaping, to obtain
Accepted 20 February 2013
player feedback. However, these qualitative methods for data collection are time-consuming and the
Available online 27 February 2013
obtained data is often incomplete or subjective. Therefore, instrumentation became popular in recent
years to unobtrusively obtain the detailed data required to thoroughly evaluate player behavior. To make
Keywords:
sense of the large amount of data, appropriate tools and visualizations have been developed.
Games
Evaluation
This article reviews literature on visualization-based analysis of game metric data in order to give an
Gameplay analysis overview of the current state of this emerging field of research. We discuss issues related to gameplay
Visualization analysis, propose a broad categorization of visualization techniques and discuss their characteristics. Fur-
thermore, we point out open problems to promote future research in this area.
Ó 2013 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.
Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
2. Application areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
3. Gameplay visualization classification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
4. Target audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
4.1. Game developers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
4.2. Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
5. Field of application. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
6. Data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
7. Representation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
7.1. Charts and diagrams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
7.2. Heatmaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
7.3. Movement visualizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
7.4. Self-organizing maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
7.5. Node-link representations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
8. Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
9. Conclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
q
This paper has been recommended for acceptance by Pierre Jouvelot.
⇑ Corresponding author. Tel.: +43 1 71133 2382; fax: +43 1 71133 2089.
E-mail addresses: guenter.wallner@uni-ak.ac.at (G. Wallner), kriglstein@cvast.-
tuwien.ac.at (S. Kriglstein).
1875-9521/$ - see front matter Ó 2013 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.
http://dx.doi.org/10.1016/j.entcom.2013.02.002
144 G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155
intended by the designer (i.e., imbalances in the game design) or by recent commercial games which uses adaptive mechanics is Left
modifying the game itself. Detecting cheaters is especially impor- for Dead, a cooperative zombie survival shooter, which algorithmi-
tant in multiplayer games, where a cheater will not only cheat cally adjusts the game pacing by estimating the emotional intensity
himself but also negatively affect the experience of the other play- of a player based on certain in-game variables (e.g., damage taken)
ers. For example, Mitterhofer et al. [39] used logs of character to create drama and to avoid battle fatigue (cf. [60]).
movement to detect botting, a form of cheating where players Recordings of gameplay data can also be used to train bots or for
use bots (i.e., artificial agents) to play for them instead. the creation of believable non-player characters. For example, Ta-
Beside these uses, metrics can be leveraged to facilitate commu- stan and Sukthankar [61] gathered data from human Unreal Tour-
nity building [23,40]. Two examples of providing in-game statistics nament players to teach bots policies for attack, exploration, and
to the player community are the game developer Valve which pro- targeting. Bauckhage et al. [62] and Thurau et al. [63] used data
vides aggregated statistics of gameplay data for many of their from Quake II to create bots that imitate human movement and
games, including Half-Life 2: Episode Two [41] and the Call of Duty: strategic behavior. Reeder et al. [64] were concerned with develop-
Elite online service [42]. Moreover, gameplay metrics possess mon- ing intelligent bots which can partake in virtual economies (as
etary value. They are helpful to plan the release of expansions and found in many massively multiplayer online role-playing games).
downloadable content [30], to increase the potential for subse- Data recorded from the EVE Online market was used as training
quent purchases and in-game purchases [35] – especially impor- set. Goal recognition in games (e.g. [65]), that is inferring the play-
tant for free-2-play where revenues are earned by selling in- ers’ current high level goals based on his low-level actions, also de-
game items, to increase customer renewal [38], and to cut produc- pends heavily on telemetry data.
tion costs [38].
While most of the literature on game metrics focuses on games
for entertainment, game telemetry is also a valuable asset for the de- 3. Gameplay visualization classification
sign of educational games. Designers of such games face the chal-
lenge that the game must not only be entertaining and fun to play For this literature review various conference and journal dat-
but educational as well. Game telemetry allows continual monitor- abases (like IEEE Computer Society, ACM Digital Library, ScienceDi-
ing of learning as a process [43] and enables unobtrusive tracking of rect, SpringerLink and Google Scholar) were searched. For the
assessment information [44] which can be used by teachers [45,46] purpose of this literature review we restrict ourselves to visualiza-
and students alike. This makes it especially important that the data tion approaches which are specifically intended for the analysis of
is presented in a clear and understandable manner. data internal to gameplay sessions – with a strong focus on visual-
Although game metrics are nowadays applied to the develop- izations for development purposes. Analytic tools, like for example
ment of educational games or the assessment of learning (see provided by Mochibot [66] and Nonoba [67], that do not allow to
[46–50] for some examples), analysis of the data is mostly re- track internal variables (although allowing to track certain game-
stricted to descriptive statistics (e.g., average time spent on a task, related statistics like traffic or number of games played per day)
average number of attempts, gaming score) while literature about are therefore not considered. Furthermore, even though there exist
applying visualizations (apart from various charts) to the analysis many visualization approaches for analyzing user behavior in vir-
of learning games is still sparse. Among the few examples are Liu tual environments (e.g., [68–71]) that are highly applicable to the
et al. [51] who applied a node-link visualization (see Section 7.5) games domain as well, they are omitted from this review to keep
to the analysis of an educational game about fractions and the pro- the scope manageable and focused. Finally, we should stress that
tein folding game Foldit, Scarlatos and Scarlatos [26] who used a we did not consider literature about visualizations to convey infor-
variation of parallel coordinates to analyze a game about global mation within games themselves (e.g., [72,73]). This topic has al-
warming and energy use, and Wallner and Kriglstein [52] who also ready been covered by Zammitto [74], Medler and Magerko [75]
used a node-link visualization to analyze playing behavior in a and in the very recent survey of Bowman et al. [40].
game about transformation geometry. We found 42 papers – published between 2004 and 2012 –
Beside the above use cases, gameplay metrics also play an which either describe (novel) visualizations and visualization sys-
important role for adaptive gameplay mechanics, whose goal is tems for gameplay analysis or applied visualizations to under-
to change the game in light of the player’s ongoing interactions with stand, analyze or communicate game metrics. All these papers
the video game [53]. One particular way is dynamic difficulty are covered in the following sections. Beside these papers we also
adjustment (DDA) which aims to adopt the challenge level to the included several websites that are concerned with gameplay
player’s abilities to avoid boredom or frustration and to keep the visualization.
player engaged. Devising a classification of the different aspects for the visu-
For example, Hunicke and Chapman [54] tracked various statis- alization of gameplay data is not an easy task because a too gen-
tics (like damage a player takes over time and current location) to eral view would not be helpful for answering specific questions
decide when and how to intervene by, e.g., supplying the player and a very detailed categorization would hardly be distinctive.
with ammunition or health or by reducing the strength of attacks For the purpose of this review the aspects for visualization of
by enemies. Other work in this area includes, for example, proce- gameplay data are therefore classified into the following four
dural level generation for platform games [55,56] or personalized groups:
track generation for racing games [57].
Examples of commercial games where the details of their DDA
systems have been described are the third-person shooter Max Pay- Target audience:
ne from Remedy Entertainment and SiN Episodes, a first-person shoo- Most of the gameplay data visualizations are used by game devel-
ter from Ritual Entertainment. The former dynamically changes the opers to analyze recorded data in order to identify design and
difficulty level by increasing the number of enemies, based on cer- interaction problems and to understand player behavior. However,
tain statistics, like average health or kills per level (see [58]). The lat- we also observe an increasing tendency to make the data available
ter, as described by Kazemi [59], uses a system where artificial to the players themselves. This allows them to analyze their past
agents called advisors make – based on collected game metrics – rec- behavior and to compare their data with other players. In this cat-
ommendations on how to adjust certain attributes, like damage egory we discuss the different motivations and tasks depending on
done by enemies or the tendency of throwing grenades. One of the the different user groups.
146 G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155
Fig. 1. SkyNet [37], BioWare’s telemetry system provides several ways to visualize the collected data, like an aggregated spatial view of player movement. (Image courtesy of
G. Zoeller, reproduced with permission).
G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155 147
SkyNet [37] is a visual analytic tool which is used by game Sc2gears [84] is a StarCraft II utility that provides different views
developer BioWare. Beside providing different kinds of visualiza- for management and analysis of individual replays and multi-re-
tions like color-coded lists, charts, diagrams and aggregated spatial play statistics. For example, the tool includes a map preview, sta-
visualizations of, e.g., player movement (see Fig. 1), it allows game tistical information (e.g., game length, game speed, game type,
developers to track the number of bugs that have been identified or and information about the individual players themselves) as well
solved and to stay in touch with their co-workers (cf. [9,75]). By the as charts and diagrams to show information such as how many ac-
way of example, heatmaps of client crashes are used to identify tions per minute were performed or which hot keys were used.
problem areas (cf. [37]). Moreover, SkyNet shows which team
members fix the most game bugs or test the game most frequently
to encourage friendly competition among them [9,75]. 5. Field of application
The Unreal Master Control Program [77] supports data collection
and includes a set of tools to visualize the gathered gameplay data The literature review showed us that in many cases visualiza-
via charts, graphs (like trends in weapon usage over time) or tion tools are developed for a specific game or genre. For example,
heatmaps to display specific player activity (like kills with specific Hoobler et al. [28] presented a visualization approach – called Lith-
weapons). ium – to analyze behavior patterns of players for the team-based
Flying Lab Software [78] used metric collection for their MMO Pi- first-person perspective game Return to Castle Wolfenstein: Enemy
rates of the Burning Sea. Various events within the game are logged Territory. The gameplay data is presented from two perspectives:
and stored in a database on which queries can be executed. Bar ’local’ and ’global’ visualization. The ’local’ visualization allows to
charts were used to display the aggregated data, which includes analyze the positions of the players in the map through color-cod-
the number of characters per level, ship deaths per level and un- ing and icons (e.g., the color of the player reflects in which team the
ique logins per day. Volition [22] utilizes the Games Data Service player is) [28]. Contrarily, the ’global’ visualization focuses on the
telemetry solution from developer and publisher THQ. Ubisoft uses representation of statistical information (e.g., the amount of com-
a set of tools called DNA to examine telemetry data gathered from bats) which should help to understand high-level trends and
games of the publisher, e.g., the Assassin’s Creed series as described behaviors of the players and teams [28].
in [30]. Several different types of visualizations like charts (e.g., to Other examples are Sc2gears [84] and Data Cracker [9]. Data
plot average final score against the number of kills), heatmaps (e.g., Cracker also uses color schemes, certain symbols and artworks
of failures) or 3D visualizations of player traces – similar to the ap- from the game to brand it as a Dead Space 2 tool to increase interest
proach of Dixit and Youngblood [79] – are supported by the and acceptance among the game development team.
system. Tools that are developed with a specific game or genre in mind
Playtomic [80] provides analytics for game developers of Adobe have the advantage that they are tailored to game-specific tasks.
Flash games. In addition to rather general metrics, like views or However, the development process is often very time and cost con-
playtime, custom metrics can be defined to track different kinds suming and therefore game analytic systems were developed
of variables in a game. Heatmaps of certain activities within the which are applicable to a broad range of games and genres. For
game can also be generated. example, Kim et al. [21] describe a system – called Tracking
Real-Time User Experience (TRUE) – which combines behavioral
4.2. Players instrumentation with human-computer interaction methods to
gain deeper insights into players behavior. TRUE logs time stamps
In the last years several visual game analytic systems for players for each event, which allows to analyze sequences of events and to
have been developed to make their personal gaming history more collect contextual information related to the event [21]. Other
transparent. Making gameplay data accessible to players gives examples are SkyNet [37] and the gamer community website Giant
them the possibility to track their progress and to analyze their Bomb [82] which visualizes gameplay data from a number of
past gameplay behavior [75,81]. Representations of gameplay data different games.
can motivate players to optimize their achievements (e.g., solving a The published examples are still quite sparse and it is often not
puzzle with lesser trials) and allow them to compare their data easy to get access to gameplay data, probably because such data is
with others which encourages friendly competition between play- normally treated as confidential by game companies as noted by
ers (e.g., who earns more trophies) [81]. Visualizations for players Drachen and Canossa [3]. Therefore, it is common in the game re-
range from simple visualizations of statistical data (e.g., [82,41]) search community to show the applicability of a visualization ap-
over heatmaps (e.g., [83,41]) to replay analyzers (e.g., [84]) and proach by means of a self-developed game and to discuss the
summary visualizations for spectator modes (e.g., [85,86]). Medler generalizability to games with similar structures (see, e.g.,
and Magerko [75] already discussed different visualization ap- [5,52,88]).
proaches that player can use for exploring their data. We will
therefore restrict ourselves to three illustrative examples that have
not been covered by Medler and Magerko. 6. Data
The Rockstar Games Social Club online service [87] provides
game statistics and friend comparison features for various games Game analytics is a domain that encompasses all aspects of col-
from the publisher, including the recent L.A. Noire. For the open- lecting and analyzing game-related data [9,89] and would there-
world game Red Dead Redemption the website offers, for instance, fore be a huge area to cover. We will therefore focus on data
a map showing visited and unexplored locations. related to gameplay analysis. Although the term gameplay lacks
Cheong et al. [85] and Halper and Masuch [86] describe meth- any precise definition [90] because it consists of many contributing
ods for generating summary visualizations of gameplay sessions. and interplaying elements it is usually used to refer to the interac-
Whereas Cheong et al. [85] extract interesting events based on cog- tive aspects of game design. Gameplay-related data can be mainly
nitive models of summarization, Halper and Masuch [86] use eval- gathered by qualitative methods (usability testing, playability test-
uation functions that define how interesting a particular moment ing) or via instrumentation, i.e., by logging user interactions with
in time is. Such summaries can be used to review a game after the game [2–4,19,21]. Typical metrics are, for example, time to
playing or for spectator modes that allow players to view games complete a level, probability to succeed, number of kills or loca-
in progress. tions of player’s deaths.
148 G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155
Fig. 2. An overview of the different kinds of gameplay-related data. Gameplay data Fig. 3. Action Shapes [26] for the game Energy Choices. By choosing a meaningful
can be gathered via qualitative methods and instrumentation. Whereas instru- arrangement of the parallel axes, positive choices (left) can be easily distinguished
mentation happens automatically within the game, qualitative methods gather data from unfavorable ones (right) by differences in shape. (Image courtesy of L.L.
by observing or asking the player. Scarlatos, reproduced with permission).
G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155 149
Fig. 4. Biometric Storyboards [96,97] use diagrams to show the connection between behavior (labels along the x-axis) and associated player experience (y-axis), based on
players physiological arousal signals and the players self-drawn diagram of his gameplay experience. Red/green dots highlight positive/negative player experiences. (Image
courtesy of P. Mirza-Babaei, reproduced with permission.) (For interpretation of the references to color in this figure legend, the reader is referred to the web version of this
article.)
7.2. Heatmaps
8. Discussion
Fig. 8. Playtracer [5,51] uses a node-link representation to visualize aggregated player behavior where nodes correspond to game states and edges depict transitions between
states. Since, the output can become unintelligible for large numbers of states (left) feature-based aggregation of states was introduced to reduce the visual complexity (right).
(Images courtesy of E. Andersen and Y.E. Liu, reproduced with permission.)
152 G. Wallner, S. Kriglstein / Entertainment Computing 4 (2013) 143–155
the insights will not be directly applicable to the development of related considerations but also ways to reduce the visual complex-
the game in question, the results can prove valuable for other ity of the visualizations, e.g., by means of clustering as suggested
games and can inform and advance the field in general. Large by several authors [5,124].
game companies, like Microsoft, are able to mine enormous
amounts of data not only for specific games but also across Context:
games via services such as Xbox Live (see, e.g., [101]). This is Although gameplay metrics inform what players are doing, they
something that is usually not possible for independent research- usually do not reveal the motivation behind the player’s behavior.
ers. Fortunately, some game developers have started to provide For example, Coulton et al. [99] published an evaluation of a loca-
public application programming interfaces (APIs) to access in- tion-based game, where the recorded path of one player suggested
game telemetry data. Examples include the API for the game that the player was running around fairly aimlessly. Only after the
Spore [117,118] from Maxis, the BF3 Stats API [119] to access sta- player was interviewed it was obvious that his strategy was to
tistics from Battlefield 3 and the World of Warcraft API [120]. ambush another player. To avoid misinterpretations of the data
While Bowman et al. [40] highlight the benefits of such APIs the analysis should include contextual data [2,21,125] or should
for community building, especially the latter API has become a be combined with user research methods like playtesting [2], video
favorite for the research community as evidenced by the number capture [2,21], or thinking aloud protocols [126].
of publications on World of Warcraft ([32,98,100] are a few
examples which are also concerned with visualization). Automatic analysis:
However, while automatic collection of game metrics attracts Several researchers argued for automatic detection of patterns in
increasing attention among game developers, issues of privacy the data to assist human analysis. This includes automatic detec-
are rarely discussed. This is especially of concern if the data is tion of landmarks in virtual environments [10] or movement pat-
not collected during in-house play sessions but occurs remotely. terns, automatic identification of roles that avatars take in a
Players may not even be aware that data about their in-game group [91], and the development of unsupervised and supervised
behavior (or hardware) is collected and transmitted to the machine-learning systems (e.g., [90]).
game’s developer. Mostly, players give their consent by accepting
an end-user license agreement (EULA) from the publisher of the Integration:
game. For example, the privacy policies of Electronic Arts [121] Although many game teams collect game metrics they never ana-
and Rockstar Games [122] contain a special paragraph on the lyze them, as stated in [9]. First and foremost, game analytic tools
use of analytic metric tools and collection of gameplay data, have to be used by the developers and must be integrated well into
respectively. However, as a recent study [123] with 80,000 users the development process in order to be truly effective. Unfortu-
of an online privacy tool has shown, users tend to blindly accept nately, published case studies and best practices on how to inte-
terms of EULAs, with 50% of the studies participants taking less grate analytic tools into the development cycle are almost not
than 8 seconds to read the entire notice. Other games in turn, existent, Medler et al. [9] being a notable exception.
like for example Mass Effect 3 or Battlefield 1943, offer an option
inside their settings menu with which players can choose for Causal relationships:
themselves if they want to allow telemetry or not. Yet, despite Cause-effect relationships cannot be observed in heatmaps or sta-
its importance, we are not aware of any academic article or tistical diagrams. Yet, understanding causal relationships is impor-
study on the implications of game metric collection on the pri- tant in order to enhance playability. For example, if a player does
vacy of players. not collect item A, what will happen at point B. However, to our
In the following we will shortly discuss open problems and fu- knowledge this area remained largely unexplored in gameplay
ture directions for research which mainly evolve around six broad visualization, except for a few examples, like the recent work of
areas: Moura et al. [29].
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