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The gameplay visualization manifesto: a framework for logging and visualization of online gameplay data
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Source 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
Authors
Simon Joslin  Queensland University of Technology, Australia
Ross Brown  Queensland University of Technology, Australia
Penny Drennan  Queensland University of Technology, Australia
Publisher
ACM  New York, NY, USA
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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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Collaborative Colleagues:
Simon Joslin: colleagues
Ross Brown: colleagues
Penny Drennan: colleagues