Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis

Q2 Computer Science
Raphaël Marczak, G. Schott, P. Hanna
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引用次数: 6

Abstract

This paper introduces a new variant of gameplay metrics that further develops a set of processes that expand user-centered game testing practices capable of quantifying user experiences. The key goal of the method presented here is to widen the appeal and application of game metrics within research relevant to, and representative of the wider field of game studies. In doing so, we acknowledge that the interests of this research community is often focused on player experience and performance with a broad range of off-the-shelf games that have already been released to the public. In order to be able to include any PC game system within research (or audiovideo stream, e.g., YouTube walkthroughs) our approach comprises of a postprocessing method for analyzing player performance. Through exploiting the audiovisual streams that are transmitted to the player, this approach processes content activated and generated during play and is therefore representative of individual player's encounters with specific games.
基于视听分析的游戏性能分割的后处理游戏参数
本文介绍了一种新的游戏参数变体,它进一步开发了一套流程,扩展了以用户为中心的游戏测试实践,能够量化用户体验。这里所呈现的方法的关键目标是扩大游戏参数在相关研究中的吸引力和应用,并代表更广泛的游戏研究领域。在这样做的过程中,我们承认这个研究社区的兴趣通常集中在玩家的体验和表现上,并且已经向公众发布了大量现成的游戏。为了能够在研究中包含任何PC游戏系统(或音频视频流,例如YouTube攻览),我们的方法包括分析玩家表现的后处理方法。通过利用传输给玩家的视听流,这种方法处理在游戏过程中激活和生成的内容,因此代表了单个玩家与特定游戏的遭遇。
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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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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