通过开放分析数据改进公民科学游戏

Jesse C. Himmelstein
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引用次数: 3

摘要

游戏开发者大量使用“参数”(或“分析”)来了解公众如何玩他们的游戏。通过记录玩家在游戏中的行为,设计师可以发现游戏设计中的弱点,比如游戏的某些部分过于困难,或者从未被探索过。与此同时,一种“科学游戏”类型出现了,在这种游戏中,玩家通过他们在游戏中的行为为科学的进步做出贡献,或者学习科学概念,或者两者兼而有之。尽管大多数科学游戏都包含参数,但这些数据只适用于开发者,很少与公众分享。这意味着公众失去了从他们和其他玩家产生的数据中学习的机会。受任何人都可以为科学做出贡献的信念的启发,我们创建了一个名为“RedMetrics”的开源游戏分析服务,其中收集的所有数据都是免费的,可以立即在线获取。RedMetrics可以从任何平台(web, PC,控制台等)收集数据,并将其存储在一个开放的存储库中。数据可以通过web API和web应用程序获得。为了简化整合,我们为流行的游戏引擎Unity和网页浏览器提供了接口。在本文中,我们将以《英雄》为例来演示RedMetrics。一个学习合成生物学的游戏。我们研究玩家在游戏中的进程,并使用RedMetrics识别游戏设计中阻碍学习的瓶颈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving Citizen Science Games through Open Analytics Data
Game developers make heavy use of "metrics" (or "analytics") in order to understand how their games are being played by the public. Through recording players' actions within a game, designers can identify weaknesses in the game design, such as sections of the game that are too difficult, or never explored. Meanwhile, a genre of “scientific games” has emerged, in which players contribute to the advancement of science through their actions in a game, learn scientific concepts, or both. Although most scientific games incorporate metrics, the data is meant only for the developers and is rarely shared with the public. This represents a missed opportunity for the public to learn from the data that they and their fellow players are generating. Inspired by the belief that anyone can contribute to science, we have created an open source game analytics service called "RedMetrics" in which all data gathered is freely and immediately available online. RedMetrics can gather data from any platform (web, PC, console, etc.) and stores it on an open repository. The data is available via a web API as well as a web application. To ease integration, we provide interfaces for the popular game engine Unity as well as for the web browser. In this paper, we demonstrate RedMetrics through a case study of Hero.Coli, a game to learn synthetic biology. We study the progression of players through the game and use RedMetrics to identify bottlenecks in the game design that hinder learning.
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