Measuring Player's Perceptions of Mobile Games from Gameplay Data -- A Case Study from Mobile Game Offerings from Playlab

Pisal Setthawong, Saranpat Thanadsornsarn
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引用次数: 1

Abstract

In measuring player’s perception of computer games, there are many approaches that could be utilized. The usage of questionnaires, player observation, abstract models, and other approaches have been utilized over the years in this problem domain. Though the traditional approaches have been used quite effectively, there is room for improvement. Due to better Internet infrastructure, many players are online which allows game developers to develop games that can collect gameplay data. With this gameplay data, it is possible to analyze the gameplay data for patterns that could measure the players’ perception of the game. Using gameplay data can help remove certain bias that are present in traditional approaches in the measurement of player’s perception. In this paper, a number of data analytics that is used to measure players’ perception from game play data that is used in mobile games from Playlab, a leading casual game developer and publisher, is described.
通过玩法数据衡量玩家对手机游戏的看法——以Playlab的手机游戏产品为例
在衡量玩家对电脑游戏的看法时,有许多方法可以使用。问卷调查、玩家观察、抽象模型和其他方法已经在这个问题领域使用了多年。虽然传统方法已得到相当有效的使用,但仍有改进的余地。由于更好的互联网基础设施,许多玩家在线,这使得游戏开发者可以开发可以收集游戏玩法数据的游戏。有了这些游戏玩法数据,我们就可以分析游戏玩法数据,找出衡量玩家对游戏感知的模式。使用游戏玩法数据可以帮助消除传统方法中存在的某些偏差。本文描述了Playlab(一家领先的休闲游戏开发商和发行商)在手机游戏中使用的一些数据分析方法,用于衡量玩家对游戏玩法数据的看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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