skip to main content
10.1145/3173574.3174134acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article
Open Access

What Moves Players?: Visual Data Exploration of Twitter and Gameplay Data

Published:21 April 2018Publication History

ABSTRACT

In recent years, microblogging platforms have not only become an important communication channel for the game industry to generate and uphold audience interest but also a rich resource for gauging player opinion. In this paper we use data gathered from Twitter to examine which topics matter to players and to identify influential members of a game's community. By triangulating in-game data with Twitter activity we explore how tweets can provide contextual information for understanding fluctuations in in-game activity. To facilitate analysis of the data we introduce a visual data exploration tool and use it to analyze tweets related to the game Destiny. In total, we collected over one million tweets from about 250,000 users over a 14-month period and gameplay data from roughly 3,500 players over a six-month period.

Skip Supplemental Material Section

Supplemental Material

pn4408-file5.mp4

mp4

2.2 MB

pn4408.mp4

mp4

218.1 MB

References

  1. Alireza Abbasi, Taha Hossein Rashidi, Mojtaba Maghrebi, and S. Travis Waller. 2015. Utilising Location Based Social Media in Travel Survey Methods: Bringing Twitter Data into the Play. In Proceedings of the 8th ACM SIGSPATIAL International Workshop on Location-Based Social Networks (LBSN'15). ACM, 1:1--1:9. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Anne-Mette Albrechtslund. 2010. Gamers Telling Stories. Convergence: The International Journal of Research into New Media Technologies 16, 1 (2010), 112--124.Google ScholarGoogle ScholarCross RefCross Ref
  3. Samuel Bateman. 2016. (2016). https://blog.twitter.com/marketing/en_gb/a/en-gb/2016/ how-to-launch-a-video-game-on-twitter.html Accessed August, 2017.Google ScholarGoogle Scholar
  4. Alessio Bertone and Dirk Burghardt. 2017. A Survey on Visual Analytics for the Spatio-Temporal Exploration of Microblogging Content. Journal of Geovisualization and Spatial Analysis 1, 1 (2017).Google ScholarGoogle ScholarCross RefCross Ref
  5. Michael George Blight. 2016. Relationships to video game streamers: Examining gratifications, parasocial relationships, fandom, and community affiliation online. Ph.D. Dissertation. The University of Wisconsin-Milwaukee.Google ScholarGoogle Scholar
  6. Activision Blizzard. 2016. First Quarter 2016 Results. (2016). http://files.shareholder.com/downloads/ACTI/ 5042392191x0x890428/7B31F555-A44B-4A2B-9CABC8C052F23DC1/Q1_2016_ATVI_Slides.pdf Accessed August, 2017.Google ScholarGoogle Scholar
  7. Michael Brooks, John J. Robinson, Megan K. Torkildson, Sungsoo (Ray) Hong, and Cecilia R. Aragon. 2014. Collaborative Visual Analysis of Sentiment in Twitter Events. In Proceedings of the 11th International Conference on Cooperative Design, Visualization, and Engineering, Yuhua Luo (Ed.). Springer International Publishing, 1--8.Google ScholarGoogle Scholar
  8. Bungie. 2014. Destiny. Game {PlayStation 3, PlayStation 4, Xbox 360, Xbox One}. (9 September 2014). Activision, Santa Monica, CA, USA.Google ScholarGoogle Scholar
  9. Inc. Bungie. 2017. Documentation for BungieNet.Platform.DestinyServices. (2017). https://www.bungie.net/platform/destiny/help/ Accessed August, 2017.Google ScholarGoogle Scholar
  10. Christopher Buschow, Beate Schneider, and Simon Ueberheide. 2014. Tweeting television: Exploring communication activities on Twitter while watching TV. Communications 39, 2 (2014), 129--149.Google ScholarGoogle ScholarCross RefCross Ref
  11. Meeyoung Cha, Hamed Haddadi, Fabrício Benevenuto, and Krishna P. Gummadi. 2010. Measuring User Influence in Twitter: The Million Follower Fallacy. In Proceedings of the 4th International Conference on Weblogs and Social Media (ICWSM'10). AAAI Press, 10--17.Google ScholarGoogle Scholar
  12. Despoina Chatzakou, Nicolas Kourtellis, Jeremy Blackburn, Emiliano De Cristofaro, Gianluca Stringhini, and Athena Vakali. 2017. Measuring #GamerGate: A Tale of Hate, Sexism, and Bullying. In Proceedings of the 26th International Conference on World Wide Web Companion (WWW'17 Companion). International World Wide Web Conferences Steering Committee, 1285--1290. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Taejoong Chung, Jinyoung Han, Daejin Choi, Taekyoung Ted Kwon, Huy Kang Kim, and Yanghee Choi. 2014. Unveiling Group Characteristics in Online Social Games: A Socio-economic Analysis. In Proceedings of the 23rd International Conference on World Wide Web (WWW'14). ACM, 889--900. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Deloitte. 2013. Tweets For Sales: Gaming. Technical Report. Deloitte LLP for Twitter UK Ltd.Google ScholarGoogle Scholar
  15. Nicholas Diakopoulos, Mor Naaman, and Funda Kivran-Swaine. 2010. Diamonds in the rough: Social media visual analytics for journalistic inquiry. In Proceedings of the 2010 IEEE Symposium on Visual Analytics Science&Technology (VAST'10). IEEE, 115--122.Google ScholarGoogle ScholarCross RefCross Ref
  16. Marian Dörk, Daniel Gruen, Carey Williamson, and Sheelagh Carpendale. 2010. A Visual Backchannel for Large-Scale Events. IEEE Transactions on Visualization and Computer Graphics 16, 6 (Nov 2010), 1129--1138. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, and Robert J. Moore. 2006. "Alone Together?": Exploring the Social Dynamics of Massively Multiplayer Online Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'06). ACM, 407--416. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, and Robert J. Moore. 2007. The Life and Death of Online Gaming Communities: A Look at Guilds in World of Warcraft. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'07). ACM, 839--848. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Andrea Ferracani, Daniele Pezzatini, and Alberto Del Bimbo. 2014. User Profiling for Urban Computing: Enriching Social Network Trace Data. In Proceedings of the 3rd ACM Multimedia Workshop on Geotagging and Its Applications in Multimedia (GeoMM'14). ACM, 17--20. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Alec Go, Richa Bhayani, and Lei Huang. 2009. Twitter Sentiment Classification Using Distant Supervision. Technical Report CS224N Project Report. Stanford. http://help.sentiment140.com/api Accessed August, 2017.Google ScholarGoogle Scholar
  21. William A. Hamilton, Oliver Garretson, and Andruid Kerne. 2014. Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'14). ACM, 1315--1324. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Youngsub Han, Beomseok Hong, and Kwangmi Ko Kim. 2017. Super Bowl Live Tweets: The Usage of Social Media During a Sporting Event. In Proceedings of the 8th International Conference on Social Media&Society (#SMSociety17). ACM, 37:1--37:5. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Thorsten Hennig-Thurau, Caroline Wiertz, and Fabian Feldhaus. 2015. Does Twitter matter? The impact of microblogging word of mouth on consumers' adoption of new movies. Journal of the Academy of Marketing Science 43, 3 (May 2015), 375--394.Google ScholarGoogle ScholarCross RefCross Ref
  24. Kieran Hicks, Kathrin Gerling, Ben Kirman, Conor Linehan, and Patrick Dickinson. 2015. Exploring Twitter As a Game Platform; Strategies and Opportunities for Microblogging-based Games. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'15). ACM, 151--161. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Larena Hoeber, Laura Wood, Ryan Snelgrove, Isabella Hugel, and Dayne Wagner. 2013. Visual twitter analytics: Exploring fan and organizer sentiment during Le Tour de France. In Proceedings of the IEEE VIS Workshop on Sports Data Visualization. IEEE.Google ScholarGoogle Scholar
  26. Clayton J. Hutto, Sarita Yardi, and Eric Gilbert. 2013. A Longitudinal Study of Follow Predictors on Twitter. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13). ACM, 821--830. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Bernard J. Jansen, Mimi Zhang, Kate Sobel, and Abdur Chowdury. 2009. Twitter Power: Tweets As Electronic Word of Mouth. Journal of the American Society for Information Science&Technology 60, 11 (Nov. 2009), 2169--2188. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Henry Jenkins. 1992. Textual Poachers: Television Fans and Participatory Culture. Routledge, London.Google ScholarGoogle Scholar
  29. Philipp Jordan, Wayne Buente, Paula Alexandra Silva, and Howard Rosenbaum. 2016. Selling out the magic circle: free-to-play games and developer ethics. In Proceedings of the 1st International Joint Conference of DiGRA and FDG. Digital Games Research Association and Society for the Advancement of the Science of Digital Games.Google ScholarGoogle Scholar
  30. Alfredo Kalaitzis, Maria I. Gorinova, Yoad Lewenberg, Yoram Bachrach, Michael Fagan, Dean Carignan, and Nitin Gautam. 2016. Predicting Gaming Related Properties from Twitter Profiles. In Proceedings of the IEEE 2nd International Conference on Big Data Computing Service and Applications (BigDataService'16). IEEE, 28--35.Google ScholarGoogle ScholarCross RefCross Ref
  31. Daniel A. Keim, Florian Mansmann, and Jim Thomas. 2010. Visual Analytics: How Much Visualization and How Much Analytics? ACM SIGKDD Explorations Newsletter 11, 2 (May 2010), 5--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Peter Kollock. 1999. The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace. In Communities in Cyberspace, Peter Kollock and Marc Smith (Eds.). Routledge, Chapter 9, 220--239.Google ScholarGoogle Scholar
  33. Yubo Kou, Magnus Johansson, and Harko Verhagen. 2017. Prosocial Behavior in an Online Game Community: An Ethnographic Study. In Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17). ACM, 15:1--15:6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. R. Krueger, G. Sun, F. Beck, R. Liang, and T. Ertl. 2016. TravelDiff: Visual comparison analytics for massive movement patterns derived from Twitter. In Proceedings of the 2016 IEEE Pacific Visualization Symposium (PacificVis'16). IEEE, 176--183.Google ScholarGoogle Scholar
  35. James Lanagan and Alan Smeaton. 2011. Using Twitter to Detect and Tag Important Events in Sports Media. In Proceedings of the 5th International AAAI Conference on Web and Social Media. AAAI Publications.Google ScholarGoogle Scholar
  36. Chenliang Li and Aixin Sun. 2014. Fine-grained Location Extraction from Tweets with Temporal Awareness. In Proceedings of the 37th International ACM SIGIR Conference on Research&Development in Information Retrieval (SIGIR '14). ACM, 43--52. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. We Are Social Ltd. 2017. (2017). https://wearesocial. com/special-reports/digital-in-2017-global-overview Accessed August, 2017.Google ScholarGoogle Scholar
  38. Alan M. MacEachren, Anuj Jaiswal, Anthony C. Robinson, Scott Pezanowski, Alexander Savelyev, Prasenjit Mitra, Xiao Zhang, and Justine Blanford. 2011. SensePlace2: GeoTwitter analytics support for situational awareness. In Proceedings of the 2011 IEEE Conference on Visual Analytics Science&Technology (VAST'11). IEEE, 181--190.Google ScholarGoogle ScholarCross RefCross Ref
  39. Adam Marcus, Michael S. Bernstein, Osama Badar, David R. Karger, Samuel Madden, and Robert C. Miller. 2011. Twitinfo: Aggregating and Visualizing Microblogs for Event Exploration. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'11). ACM, 227--236. Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Brian McDonald and David Moffat. 2016. Using Sentiment Analysis to Track Reaction to the Global Game Jam Theme. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (GJH&GC'16). ACM, 50--53. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Fred Morstatter, Shamanth Kumar, Huan Liu, and Ross Maciejewski. 2013. Understanding Twitter Data with TweetXplorer. In Proceedings of the 19th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining (KDD'13). ACM, 1482--1485. Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Leysia Palen, Kenneth M. Anderson, Gloria Mark, James Martin, Douglas Sicker, Martha Palmer, and Dirk Grunwald. 2010. A Vision for Technology-mediated Support for Public Participation&Assistance in Mass Emergencies&Disasters. In Proceedings of the 2010 ACM-BCS Visions of Computer Science Conference (ACM-BCS '10). British Computer Society, 8:1--8:12. Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Ana Babić Rosario, Francesca Sotgiu, Kristine De Valck, and Tammo H.A. Bijmolt. 2016. The Effect of Electronic Word of Mouth on Sales: A Meta-Analytic Review of Platform, Product, and Metric Factors. Journal of Marketing Research 53, 3 (June 2016), 297--318.Google ScholarGoogle Scholar
  44. Antti Salovaara, Mikael Johnson, Kalle Toiskallio, Sauli Tiitta, and Marko Turpeinen. 2005. Playmakers in Multiplayer Game Communities: Their Importance and Motivations for Participation. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'05). ACM, 334--337. Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. Arno Scharl, Alexander Hubmann-Haidvogel, Alistair Jones, Daniel Fischl, Ruslan Kamolov, Albert Weichselbraun, and Walter Rafelsberger. 2016. Analyzing the public discourse on works of fiction Detection and visualization of emotion in online coverage about HBO's Game of Thrones. Information Processing&Management 52, 1 (2016), 129--138. Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. A. Fleming Seay, William J. Jerome, Kevin Sang Lee, and Robert E. Kraut. 2004. Project Massive: A Study of Online Gaming Communities. In Proceedings of the CHI '04 Extended Abstracts on Human Factors in Computing Systems (CHI EA'04). ACM, 1421--1424. Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. David A. Shamma, Lyndon Kennedy, and Elizabeth F. Churchill. 2009. Tweet the Debates: Understanding Community Annotation of Uncollected Sources. In Proceedings of the 1st SIGMM Workshop on Social Media (WSM'09). ACM, 3--10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Ben Shneiderman. 1996. The Eyes Have It: A Task by Data Type Taxonomy for Information Visualizations. In Proceedings of the 1996 IEEE Symposium on Visual Languages. IEEE Computer Society, Washington, DC, USA, 336--343. Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Max Sjöblom and Juho Hamari. 2017. Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior 75 (2017), 985--996. Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Bongwon Suh, Lichan Hong, Peter Pirolli, and Ed H. Chi. 2010. Want to Be Retweeted? Large Scale Analytics on Factors Impacting Retweet in Twitter Network. In Proceedings of the 2010 IEEE Second International Conference on Social Computing (SOCIALCOM'10). IEEE, 177--184. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Inc. Twitter. 2017. Twitter Search API. (2017). https://dev.twitter.com/rest/public/search Accessed August, 2017.Google ScholarGoogle Scholar
  52. Guido van Oorschot, Marieke van Erp, and Chris Dijkshoorn. 2012. Automatic Extraction of Soccer Game Events from Twitter. In Proceedings of the Workhop on Detection, Representation, and Exploitation of Events in the Semantic Web (DeRiVE 2012). CEUR, 21--30.Google ScholarGoogle Scholar
  53. Sarah Vieweg, Amanda L. Hughes, Kate Starbird, and Leysia Palen. 2010. Microblogging During Two Natural Hazards Events: What Twitter May Contribute to Situational Awareness. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'10). ACM, 1079--1088. Google ScholarGoogle ScholarDigital LibraryDigital Library
  54. Martin Wattenberg and Fernanda B. Viégas. 2008. The Word Tree, an Interactive Visual Concordance. IEEE Transactions on Visualization and Computer Graphics 14, 6 (2008), 1221--1228. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Donghee Yvette Wohn and Eun-Kyung Na. 2011. Tweeting about TV: Sharing television viewing experiences via social media message streams. First Monday 16, 3 (2011).Google ScholarGoogle Scholar
  56. Yan Yan, Zhaowei Tan, Xiaofeng Gao, Shaojie Tang, and Guihai Chen. 2016. STH-Bass: A Spatial-Temporal Heterogeneous Bass Model to Predict Single-Tweet Popularity. In Proceedings of the 21st International Conference on Database Systems for Advanced Applications (DASFAA'16), Shamkant B. Navathe, Weili Wu, Shashi Shekhar, Xiaoyong Du, Sean X. Wang, and Hui Xiong (Eds.). Springer International Publishing, 18--32. Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. Yang Yu and Xiao Wang. 2015. World Cup 2014 in the Twitter World: A big data analysis of sentiments in U.S. sports fans' tweets. Computers in Human Behavior 48, Supplement C (2015), 392--400. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. What Moves Players?: Visual Data Exploration of Twitter and Gameplay Data

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
        April 2018
        8489 pages
        ISBN:9781450356206
        DOI:10.1145/3173574

        Copyright © 2018 Owner/Author

        This work is licensed under a Creative Commons Attribution International 4.0 License.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 21 April 2018

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        CHI '18 Paper Acceptance Rate666of2,590submissions,26%Overall Acceptance Rate6,199of26,314submissions,24%

        Upcoming Conference

        CHI '24
        CHI Conference on Human Factors in Computing Systems
        May 11 - 16, 2024
        Honolulu , HI , USA

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader