“你在每一款游戏中所做的每一步行动”:游戏日志是否能够决定玩家的粘性?

Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes
{"title":"“你在每一款游戏中所做的每一步行动”:游戏日志是否能够决定玩家的粘性?","authors":"Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes","doi":"10.1145/3535511.3535528","DOIUrl":null,"url":null,"abstract":"Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"116 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"”Every move you make in every game you play”: can game logs determine player’s engagement?\",\"authors\":\"Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes\",\"doi\":\"10.1145/3535511.3535528\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.\",\"PeriodicalId\":106528,\"journal\":{\"name\":\"Proceedings of the XVIII Brazilian Symposium on Information Systems\",\"volume\":\"116 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-05-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the XVIII Brazilian Symposium on Information Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3535511.3535528\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the XVIII Brazilian Symposium on Information Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3535511.3535528","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

情境:衡量玩家粘性的指标和工具通常包括问卷调查或访谈。问题:尽管这些方法很重要也很有效,但它们会打断玩家的互动过程,从而影响玩家的体验。此外,文献报道了人们对基于玩家状态的实时自适应游戏开发的兴趣。这类游戏需要策略和工具来自动且不引人注意地评估用户体验,这是一个具有挑战性和开放性的研究领域。解决方法:游戏分析包含了能够自动收集和分析数据的技术,它能够提供能够解释的数据,从而建立与玩家体验的最终关系。IS理论:流动理论。方法:本研究探讨互动日志与自我评估敬业度之间是否存在相关性。一项实验评估是由37名志愿者参与两个游戏。考虑到每个日志单独分析相关性,并将其分类为中性、正、负三类。结果:实验评估结果显示,发现的相关系数较弱(约为0.44)。另一方面,有趣的是,中性、积极和消极日志的分类呈现了这两款游戏的主要显著结果。在IS领域的贡献和影响:实验显示,在大多数情况下,游戏日志和用户粘性之间的相关性很弱。然而,他们认为将日志分为中性、正、负日志是一种有趣的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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
”Every move you make in every game you play”: can game logs determine player’s engagement?
Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Analysis of the Use of Mobile Application to Advance Agricultural Traceability Investigating Information Security in Systems-of-Systems Automated Statistics Extraction of Public Security Events Reported Through Microtexts on Social Networks Supporting Interorganizational Relationships Management A Mobile Application for on-Demand Scheduling of Health Services
×
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:481959085
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