Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining

Sergio Estupiñán, N. Szilas
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引用次数: 1

Abstract

The field of Interactive Digital Narrative (IDN) aims at forging a distinctive Interactive Narrative Experience (INE) by accommodating user intervention in the generation of plot events and stories. Due to the highly generative nature of IDN systems, it is challenging to validate if a narrative engine reacted according to user input providing an engaging INE. To date, a great deal of User Research methodologies employed in the field employs pre-post task questionnaires producing global accounts of the experience. Although relevant, such methods are insufficient for examining the user-system interplay that could have led users towards a certain Engagement Trajectory, or series of self-reported values of Continuation Desire sampled during runtime. In this article, we introduce a methodology for the fine-grained evaluation of the INE from the perspective of Engagement Trajectories and report the results of a study featuring user behavior pattern discovery based on Process Mining on a dataset of playtesting traces. We were able to discover and characterize 14 Engagement Trajectories encountered by 90 users of an IDN system. We consider our methodology coupled with Process Mining as a fit general-purpose technique for analyzing the process of playing in IDN.
利用过程挖掘研究交互式数字叙事中的参与轨迹
交互式数字叙事(IDN)领域旨在通过在情节事件和故事的生成中容纳用户干预来锻造独特的交互式叙事体验(INE)。由于IDN系统的高度生成特性,验证叙述引擎是否根据用户输入做出反应,提供引人入胜的INE是一项挑战。迄今为止,该领域采用的大量用户研究方法采用任务前后问卷,产生全球经验。尽管这些方法是相关的,但却不足以检查用户与系统之间的相互作用,而这种相互作用可能会导致用户走向特定的粘性轨迹,或者在运行期间抽样的一系列自我报告的持续欲望值。在本文中,我们将介绍一种从用户粘性轨迹角度对INE进行细粒度评估的方法,并报告一项基于游戏测试痕迹数据集的过程挖掘的用户行为模式发现研究结果。我们能够发现并描述90个IDN系统用户遇到的14个交战轨迹。我们认为我们的方法与过程挖掘相结合,是一种适合分析IDN中游戏过程的通用技术。
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