| The gameplay visualization manifesto: a framework for logging and visualization of online gameplay data |
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Computers in Entertainment (CIE)
archive
Volume 5 , Issue 3 (July/September 2007)
table of contents
SECTION: Best of CyberGames 2006
table of contents
Article No. 6
Year of Publication: 2007
ISSN:1544-3574
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Authors
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Simon Joslin
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Queensland University of Technology, Australia
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Ross Brown
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Queensland University of Technology, Australia
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Penny Drennan
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Queensland University of Technology, Australia
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| Bibliometrics |
Downloads (6 Weeks): 6, Downloads (12 Months): 69, Citation Count: 0
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ABSTRACT
As massively multiplayer online games gain popularity, there has been a concomitant increase in their size and complexity, both technically and in terms of player usage. Quality assurance for such games takes up a major component of the development budget due to the painstaking work required to ensure the best possible gameplay. This article presents a new framework for the process of visualizing online game-play data. Major components such as an event model and data acquisition infrastructure are derived. Interface and implementation factors are also explored, including in-situ game interface approaches. We also expect that this framework can be modified for all genres of gaming that require an understanding of complex game-play.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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BARTLE, R. 1990. Early MUD history. rec.games.mud.
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BLIZZARD. 2007.World of Warcraft Home Page. 2007. Cited March 2007. http://www.worldofwarcraft.com/index.xml.
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BROWN, R., JOSLIN, S., AND P. DRENNAN, P. 2007. MMOG visualisation project Wiki. Cited March 2007. http://staff.ci.qut.edu.au/~joslins/mmogvis/mediawiki/index.php/Main_Page
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EMERGENT. 2007. Emergent game technologies: Met rics. Cited March 2007. http://www.emergent.net/index.php/homepage/products-and-services/metrics/metrics
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FAQ, B. 2004. Blizzard beta testing FAQ. Cited March 2007. http://www.blizzard.com/wow/faq/faq_beta.shtml.
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HALPIN, T.A. 2001. Object role modeling: An overview. Cited Feb. 2007. www.orm.net.
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HANDSCHIN, E. AND LEDER, C. 2001. Automatic decision support with a new visualization concept for power systems. In Proccedings on Power Tech 2001 IEEE Porto. Vol. 2.
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KELLER, P. AND KELLER, M. 1993. Visual Cues. IEEE Press, Piscataway, NJ.
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THAWONMAS, R., HO, J.-Y., AND MATSUMOTO, Y. 2003. Identification of player types in massively multiplayer online games. In Proceedings of the 34th Annual Conference of the International Simulation and Gaming Association (ISAGA, Chiba, Japan). 893-900.
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TVEIT, A., ET AL. 2003. Scalable agent-based simulation of players in massively multiplayer online games. In Proceedings of the 8th Scandinavian Conference on Artificial Intelligence (SCAI'03). 80-89.
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Interaction styles (e.g., commands, menus, forms, direct manipulation)
Additional Classification:
H.
Information Systems
H.1
MODELS AND PRINCIPLES
H.1.2
User/Machine Systems
Subjects:
Human factors
H.2
DATABASE MANAGEMENT
H.2.8
Database applications
Subjects:
Data mining
H.3
INFORMATION STORAGE AND RETRIEVAL
H.3.3
Information Search and Retrieval
Subjects:
Selection process;
Retrieval models;
Information filtering
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.8
Applications
General Terms:
Design,
Documentation,
Human Factors,
Management,
Measurement
Keywords:
game design,
gameplay visualization,
massively multiplayer online games,
massively multiplayer online roleplaying games,
quests
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