Real-Time Player Engagement Measurement Using Nonintrusive Game Telemetry

Ammar Rashed;Shervin Shirmohammadi;Mohamed Hefeeda
{"title":"Real-Time Player Engagement Measurement Using Nonintrusive Game Telemetry","authors":"Ammar Rashed;Shervin Shirmohammadi;Mohamed Hefeeda","doi":"10.1109/OJIM.2025.3555326","DOIUrl":null,"url":null,"abstract":"Player engagement is crucial for the success of modern video games, yet its real-time measurement remains challenging due to the intrusive nature of traditional measurement methods. In this article, we present a novel framework for nonintrusive, real-time, and indirect measurement of engagement in multiplayer online games based on flow theory. Our approach combines graph convolutional networks for modeling player interactions with Transformer networks for temporal processing, enabling indirect measurement of both player skill and game challenge, which in turn are used to classify player engagement. Using playerunknown’s battlegrounds (PUBGs) as a case study, we demonstrate that our framework can effectively measure phase-specific engagement using one minute of gameplay telemetry data. Our framework achieves 73% accuracy and 0.83 ROC-AUC in engagement classification, matching the performance of traditional survey-based methods while operating nonintrusively and in real time. Further cross-domain validation of the framework, as is and without transfer learning, with the games FIFA’23 and Street Fighter V, leads to 66% accuracy, demonstrating the model’s stable performance despite the significant differences in the test domains. Interestingly, our results suggest that objective gameplay metrics may better reflect engagement than subjective player assessments, with skill estimates showing significant correlation with self-reports.","PeriodicalId":100630,"journal":{"name":"IEEE Open Journal of Instrumentation and Measurement","volume":"4 ","pages":"1-16"},"PeriodicalIF":1.5000,"publicationDate":"2025-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10943161","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Open Journal of Instrumentation and Measurement","FirstCategoryId":"1085","ListUrlMain":"https://ieeexplore.ieee.org/document/10943161/","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Player engagement is crucial for the success of modern video games, yet its real-time measurement remains challenging due to the intrusive nature of traditional measurement methods. In this article, we present a novel framework for nonintrusive, real-time, and indirect measurement of engagement in multiplayer online games based on flow theory. Our approach combines graph convolutional networks for modeling player interactions with Transformer networks for temporal processing, enabling indirect measurement of both player skill and game challenge, which in turn are used to classify player engagement. Using playerunknown’s battlegrounds (PUBGs) as a case study, we demonstrate that our framework can effectively measure phase-specific engagement using one minute of gameplay telemetry data. Our framework achieves 73% accuracy and 0.83 ROC-AUC in engagement classification, matching the performance of traditional survey-based methods while operating nonintrusively and in real time. Further cross-domain validation of the framework, as is and without transfer learning, with the games FIFA’23 and Street Fighter V, leads to 66% accuracy, demonstrating the model’s stable performance despite the significant differences in the test domains. Interestingly, our results suggest that objective gameplay metrics may better reflect engagement than subjective player assessments, with skill estimates showing significant correlation with self-reports.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
使用非侵入式游戏遥测技术测量实时玩家粘性
玩家粘性对于现代电子游戏的成功至关重要,但由于传统测量方法的侵入性,其实时测量仍然具有挑战性。在本文中,我们提出了一个基于心流理论的非侵入性、实时和间接测量多人在线游戏粘性的新框架。我们的方法结合了用于模拟玩家互动的图形卷积网络和用于时间处理的Transformer网络,从而能够间接测量玩家技能和游戏挑战,进而用于对玩家粘性进行分类。以《绝地求生》(playerunknown’s battlegrounds,简称PUBGs)为例,我们证明了我们的框架可以通过一分钟的游戏玩法遥测数据有效衡量特定阶段的用户粘性。我们的框架在交战分类中达到了73%的准确率和0.83的ROC-AUC,在非侵入性和实时操作的情况下,与传统的基于调查的方法的性能相当。进一步的跨领域验证框架,有和没有迁移学习,与游戏FIFA ' 23和街头霸王V,导致66%的准确率,证明了模型的稳定性能,尽管在测试领域的显著差异。有趣的是,我们的研究结果表明,客观的玩法参数可能比主观的玩家评估更能反映用户粘性,技能评估与自我报告存在显著相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Real-Time Vision-Based Bending Angle Estimation in a Soft Robotic Actuator Using Gaussian Processes and Kalman Filtering 2025 Index IEEE Open Journal of Instrumentation and Measurement Table of Contents OJIM 2025 Reviewer List Temperature Compensation in Loop and Patch FSS Strain Sensors: Analysis and Experimental Validation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1