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Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies

Published: 07 November 2022 Publication History

Abstract

Visualization tools have aided game analytics in a multitude of ways. Yet, producing customized representations that focus on specific research questions remains an open challenge for the field, as ideal sweet spots between noisy and under-representative data are almost impossible to achieve with current automated or AI-driven approaches. Following a human-in-the-loop setup, we introduce the interactive visualization tool INSPECT that applies multiple configurable noise reduction, segmentation, and contrast functions in order to highlight systematic differences or points of interest within player behavior. With respect to self-directed learning among players in complex video games and the identification of erroneous decision making in educational games, we set up two case studies with domain experts using INSPECT that ascertained and interpreted crucial player decisions that led to optimal or inexpedient behavior.

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Cited By

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  • (2025)Prov-DIFF: Play traces analysis through provenance differencesEntertainment Computing10.1016/j.entcom.2024.10077752(100777)Online publication date: Jan-2025
  • (2024)On Video Game Balancing: Joining Player- and Data-Driven AnalyticsGames: Research and Practice10.1145/36758072:3(1-30)Online publication date: 30-Aug-2024
  • (2024)Interactive Player Journeys: Co-designing a Process Visualization System to Video Game AnalyticsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650000(1-11)Online publication date: 5-Jul-2024
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    cover image ACM Conferences
    CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
    November 2022
    419 pages
    ISBN:9781450392112
    DOI:10.1145/3505270
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 07 November 2022

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    Author Tags

    1. behavior modeling
    2. visual analytics
    3. visualization

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    • Extended-abstract
    • Research
    • Refereed limited

    Funding Sources

    • Benshi.ai and Gates Foundation

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    CHI PLAY '22
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    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

    View all
    • (2025)Prov-DIFF: Play traces analysis through provenance differencesEntertainment Computing10.1016/j.entcom.2024.10077752(100777)Online publication date: Jan-2025
    • (2024)On Video Game Balancing: Joining Player- and Data-Driven AnalyticsGames: Research and Practice10.1145/36758072:3(1-30)Online publication date: 30-Aug-2024
    • (2024)Interactive Player Journeys: Co-designing a Process Visualization System to Video Game AnalyticsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650000(1-11)Online publication date: 5-Jul-2024
    • (2024)Damage Optimization in Video Games: A Player-Driven Co-Creative ApproachProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642643(1-16)Online publication date: 11-May-2024
    • (2024)"Ah! I see" - Facilitating Process Reflection in Gameplay through a Novel Spatio-Temporal Visualization SystemProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642484(1-19)Online publication date: 11-May-2024
    • (2024)The Real MVP: Quantifying Individual Performances in Multiplayer Online Games2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645665(1-8)Online publication date: 5-Aug-2024
    • (2024)Identifying Player Strategies Through Segmentation: An Interactive Process Visualization ApproachSerious Games10.1007/978-3-031-74138-8_7(77-90)Online publication date: 31-Oct-2024
    • (2023)Balancing Video Games: A Player-Driven InstrumentCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616097(187-195)Online publication date: 6-Oct-2023
    • (2023)Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333224(1-8)Online publication date: 21-Aug-2023
    • (2023)Visualization-based Iterative Segmentation to Augment Video Game Analytics2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333151(1-2)Online publication date: 21-Aug-2023
    • Show More Cited By

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