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Data cracker: developing a visual game analytic tool for analyzing online gameplay

Published: 07 May 2011 Publication History

Abstract

Game analytics is a domain that focuses on the systems and methods used to analyze game-related data. In this paper we present how a visual game analytic tool can be developed to analyze player gameplay behavior. Our tool, Data Cracker, was built for monitoring gameplay in Dead Space 2, the latest game in the Dead Space franchise. We use Data Cracker as a case study to inform a larger discussion of designing a visual game analytic tool while working with a game team. Our design approach focuses on increasing the data literacy of a game team. This means getting an entire team interested and involved with game analytics. We found that building our tool during the early game development cycle, creating multiple early visual prototypes and branding the tool to the Dead Space team caused more team members to become interested in our tool. Increasing interest in analytics is also a means, we argue, for changing the common occurrence within the game industry to disband teams after a game is released. Instead, we promote the creation of "live" teams which stay attached to a game long after it is release in order to continue the analysis process. Additionally, we discuss the barriers one might face when developing game analytic tools, such as prejudice against analytics or the technical issues involved when collecting large data sets. All of these examples are presented as insights we gained while coupling analytic tool design to game development.

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cover image ACM Conferences
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
May 2011
3530 pages
ISBN:9781450302289
DOI:10.1145/1978942
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 07 May 2011

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Author Tags

  1. game analytics
  2. game design
  3. information visualization
  4. player behavior
  5. team communication
  6. visual analytics

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CHI '11 Paper Acceptance Rate 410 of 1,532 submissions, 27%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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