{"title":"利用来源和回放对游戏过程进行定性分析","authors":"Leonardo Thurler, Sidney Melo, Leonardo Murta, Troy Kohwalter, Esteban Clua","doi":"10.1016/j.entcom.2024.100778","DOIUrl":null,"url":null,"abstract":"<div><p>There is an increasing interest to use game telemetry for analyzing gameplay sessions, with numerous techniques created to help game developers analyze different game aspects like game balancing and behavioral analysis. Among different gameplay session analysis techniques, the collection of provenance data has stood out due to a crucial advantage of this approach: the possibility to identify cause–effect relationships between game events. In previous work, we presented our conceptual framework called Prov-Replay, which provides a replay synchronized with an interactive provenance graph visualization. We validate Prov-Replay by creating PinGU Replay, a tool that implements our conceptual framework and applied it in a commercial game. Due to the promising results, this paper extends our previous work by presenting a detailed overview about Prov-Replay implementation, introducing a new feature that provides an analysis dashboard, and applying our experiment methodology to a new commercial game. We also enhance the concept of analytics related to provenance through the replay pipeline. Finally, we made PinGU Replay available as open-source software. Our new experiment results reinforce that, when using our conceptual framework fundamentals, it is possible to improve the efficiency and effectiveness of qualitative analysis process.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":null,"pages":null},"PeriodicalIF":2.8000,"publicationDate":"2024-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Using provenance and replay for qualitative analysis of gameplay sessions\",\"authors\":\"Leonardo Thurler, Sidney Melo, Leonardo Murta, Troy Kohwalter, Esteban Clua\",\"doi\":\"10.1016/j.entcom.2024.100778\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>There is an increasing interest to use game telemetry for analyzing gameplay sessions, with numerous techniques created to help game developers analyze different game aspects like game balancing and behavioral analysis. Among different gameplay session analysis techniques, the collection of provenance data has stood out due to a crucial advantage of this approach: the possibility to identify cause–effect relationships between game events. In previous work, we presented our conceptual framework called Prov-Replay, which provides a replay synchronized with an interactive provenance graph visualization. We validate Prov-Replay by creating PinGU Replay, a tool that implements our conceptual framework and applied it in a commercial game. Due to the promising results, this paper extends our previous work by presenting a detailed overview about Prov-Replay implementation, introducing a new feature that provides an analysis dashboard, and applying our experiment methodology to a new commercial game. We also enhance the concept of analytics related to provenance through the replay pipeline. Finally, we made PinGU Replay available as open-source software. Our new experiment results reinforce that, when using our conceptual framework fundamentals, it is possible to improve the efficiency and effectiveness of qualitative analysis process.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-06-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001460\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001460","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Using provenance and replay for qualitative analysis of gameplay sessions
There is an increasing interest to use game telemetry for analyzing gameplay sessions, with numerous techniques created to help game developers analyze different game aspects like game balancing and behavioral analysis. Among different gameplay session analysis techniques, the collection of provenance data has stood out due to a crucial advantage of this approach: the possibility to identify cause–effect relationships between game events. In previous work, we presented our conceptual framework called Prov-Replay, which provides a replay synchronized with an interactive provenance graph visualization. We validate Prov-Replay by creating PinGU Replay, a tool that implements our conceptual framework and applied it in a commercial game. Due to the promising results, this paper extends our previous work by presenting a detailed overview about Prov-Replay implementation, introducing a new feature that provides an analysis dashboard, and applying our experiment methodology to a new commercial game. We also enhance the concept of analytics related to provenance through the replay pipeline. Finally, we made PinGU Replay available as open-source software. Our new experiment results reinforce that, when using our conceptual framework fundamentals, it is possible to improve the efficiency and effectiveness of qualitative analysis process.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.