skip to main content
Skip header Section
Game Analytics: Maximizing the Value of Player DataMarch 2013
Publisher:
  • Springer Publishing Company, Incorporated
ISBN:978-1-4471-4768-8
Published:31 March 2013
Pages:
815
Skip Bibliometrics Section
Bibliometrics
Skip Abstract Section
Abstract

Developing a successful game in todays market is a challenging endeavor. Thousands of titles are published yearly, all competing for players time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle.In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management.Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Cited By

  1. ACM
    Wallner G and Lankes M The Ludic Potentials of Player Data Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (209-211)
  2. ACM
    Javvaji N, Harteveld C and Seif El-Nasr M Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (254-266)
  3. Mäntymäki M, Hyrynsalmi S and Koskenvoima A (2019). How Do Small and Medium-Sized Game Companies Use Analytics? An Attention-Based View of Game Analytics, Information Systems Frontiers, 22:5, (1163-1178), Online publication date: 1-Oct-2020.
  4. Fleury M, e Silva T, Sarmet M and Castanho C A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis HCI in Games, (39-57)
  5. ACM
    Kokkinakis A, Demediuk S, Nölle I, Olarewaju O, Patra S, Robertson J, York P, Pedrassoli Chitayat A, Coates A, Slawson D, Hughes P, Hardie N, Kirman B, Hook J, Drachen A, Ursu M and Block F DAX: Data-Driven Audience Experiences in Esports ACM International Conference on Interactive Media Experiences, (94-105)
  6. ACM
    Kepplinger D, Wallner G, Kriglstein S and Lankes M See, Feel, Move Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, (1-14)
  7. ACM
    Halabi N, Wallner G and Mirza-Babaei P Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (639-650)
  8. ACM
    Paranthaman P and Cooper S ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (121-133)
  9. ACM
    Lux M, Halvorsen P, Dang-Nguyen D, Stensland H, Kesavulu M, Potthast M and Riegler M Summarizing E-sports matches and tournaments Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems, (13-18)
  10. El-Nasr M Developing games that capture and engage users Proceedings of the 41st International Conference on Software Engineering: Companion Proceedings, (9-10)
  11. ACM
    Santos C, Hutchinson K, Khan V and Markopoulos P (2019). Profiling Personality Traits with Games, ACM Transactions on Interactive Intelligent Systems, 9:2-3, (1-30), Online publication date: 25-Apr-2019.
  12. ACM
    Joshi R, Gupta V, Li X, Cui Y, Wang Z, Ravari Y, Klabjan D, Sifa R, Parsaeian A, Drachen A and Demediuk S A Team Based Player Versus Player Recommender Systems Framework For Player Improvement Proceedings of the Australasian Computer Science Week Multiconference, (1-7)
  13. Canossa A, Makarovych S, Togelius J and Drachen A Like a DNA string Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, (152-158)
  14. ACM
    Santos C, Khan V and Markopoulos P Interactive Narratives for Profiling Ethics Orientation Proceedings of the 36th European Conference on Cognitive Ergonomics, (1-4)
  15. Mendelson H and Moon K Modeling Success and Engagement for the App Economy Proceedings of the 2018 World Wide Web Conference, (569-578)
  16. ACM
    Sifa R, Pawlakos E, Zhai K, Haran S, Jha R, Klabjan D and Drachen A Controlling the crucible Proceedings of the Australasian Computer Science Week Multiconference, (1-10)
  17. Serrano-Laguna Á, Manero B, Freire M and Fernández-Manjón B (2018). A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes, Multimedia Tools and Applications, 77:2, (2849-2871), Online publication date: 1-Jan-2018.
  18. Garca F, Pedreira O, Piattini M, Cerdeira-Pena A and Penabad M (2017). A framework for gamification in software engineering, Journal of Systems and Software, 132:C, (21-40), Online publication date: 1-Oct-2017.
  19. Cheng M, Rosenheck L, Lin C and Klopfer E (2017). Analyzing gameplay data to inform feedback loops in The Radix Endeavor, Computers & Education, 111:C, (60-73), Online publication date: 1-Aug-2017.
  20. de Freitas S, Gibson D, Alvarez V, Irving L, Star K, Charleer S and Verbert K How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education Proceedings of the 26th International Conference on World Wide Web Companion, (429-434)
  21. ACM
    Sundstedt V, Navarro D and Mautner J Possibilities and challenges with eye tracking in video games and virtual reality applications SIGGRAPH ASIA 2016 Courses, (1-150)
  22. Loh C, Li I and Sheng Y (2016). Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics, Computers in Human Behavior, 64:C, (562-574), Online publication date: 1-Nov-2016.
  23. ACM
    Smith B and Nayar S Mining Controller Inputs to Understand Gameplay Proceedings of the 29th Annual Symposium on User Interface Software and Technology, (157-168)
  24. ACM
    Horn B, Hoover A, Barnes J, Folajimi Y, Smith G and Harteveld C Opening the Black Box of Play Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, (142-153)
  25. ACM
    Choi J, Forlizzi J, Christel M, Moeller R, Bates M and Hammer J Playtesting with a Purpose Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, (254-265)
  26. Drachen A, Lundquist E, Kung Y, Rao P, Sifa R, Runge J and Klabjan D Rapid prediction of player retention in free-to-play mobile games Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, (23-29)
  27. Sundstedt V A visualisation course in a game development curriculum Proceedings of the 37th Annual Conference of the European Association for Computer Graphics: Education Papers, (9-16)
  28. ACM
    Kim J, Keegan B, Park S and Oh A The Proficiency-Congruency Dilemma Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, (4351-4365)
  29. ACM
    Leavitt A, Keegan B and Clark J Ping to Win? Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, (4337-4350)
  30. Balci K and Salah A (2015). Automatic analysis and identification of verbal aggression and abusive behaviors for online social games, Computers in Human Behavior, 53:C, (517-526), Online publication date: 1-Dec-2015.
  31. ACM
    Wallner S, Pichlmair M, Hecher M and Wimmer M Modeling Routinization in Games Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (727-732)
  32. ACM
    Harpstead E, Zimmermann T, Nagapan N, Guajardo J, Cooper R, Solberg T and Greenawalt D What Drives People Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, (369-379)
  33. ACM
    Birk M, Lürig C and Mandryk R A metric for automatically flagging problem levels in games from prototype walkthrough data Proceedings of the 19th International Academic Mindtrek Conference, (33-40)
  34. ACM
    Deterding S, Canossa A, Harteveld C, Cooper S, Nacke L and Whitson J Gamifying Research Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, (2421-2424)
  35. ACM
    White G, Lee J, Johnson D, Wyeth P and Mirza-Babaei P Crossing Domains Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, (2349-2352)
  36. ACM
    Harteveld C and Sutherland S The Goal of Scoring Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, (2235-2244)
  37. Wallner G and Kriglstein S An introduction to gameplay data visualization Game Research Methods, (231-250)
  38. Nacke L, Klauser M and Prescod P Social player analytics in a Facebook health game Proceedings of HCI Korea, (180-187)
  39. ACM
    Wallner G, Kriglstein S, Gnadlinger F, Heiml M and Kranzer J Game user telemetry in practice Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, (1-4)
  40. ACM
    Nacke L, Mirza-Babaei P, Seif El-Nasr M, Desurvire H and Bernhaupt R Games and entertainment community SIG CHI '14 Extended Abstracts on Human Factors in Computing Systems, (1123-1126)
  41. ACM
    Kriglstein S, Wallner G and Pohl M A user study of different gameplay visualizations Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (361-370)
Contributors
  • University of California, Santa Cruz
  • University of York
  • Royal Danish Academy of Fine Arts, School of Architecture

Recommendations

John M. Artz

This is an astonishingly good book. It contains 800 pages of edited papers grouped into 34 chapters, focused on the data collected and analyzed by video game vendors for the purpose of improving video game player experience. In short, as the title suggests, it is about game analytics. It offers a delightfully rich variety of topics and perspectives without a corresponding variation in chapter quality. It is all good stuff. In essence, game analytics is about the collection of remote user data (telemetry), analysis of the data (metrics and analytics), and presentation of the results (visualization). This data is used to help improve the design of games and, hence, the game experience for players. If that were all the book was about, it would still be a wonderful book. The chapters are well written and well referenced with abundant high-quality graphics. But game analytics is an instance of (and I would say a model for) business intelligence and customer relationship management, and it is in reaching for that larger significance that the book really stands out. It is a book for techies, number crunchers, and deeper thinkers alike. How far does that significance go__?__ Consider the wonderful chapter by Edward Castronova et al., which explores "How Game Analytics Will Contribute to Science." In this chapter, we get a glimpse of the larger picture. There is an emerging belief that video games can provide a simulation environment for social science research [1]. So this is not just about getting a video game player to spend a little more time or money. It is about learning something about people both as individuals and as members of social units. Again, if the book stopped there, it would still be an extraordinary text. But it does not stop there. One of the problems with academic writing is that it must abstract the essence of the phenomenon it is documenting. This is not a criticism, as it would be impossible to get through papers if it did not. But when one reads an academic paper and then tries to implement the ideas in his or her own organization, the disconnect becomes apparent. So, along with the range of excellent technical papers on game analytics, the editors have included several interviews with people from video game companies who have been responsible for implementing or using game analytics. These interviews round out the book with the messy "on the ground" experiences that academic papers often ignore. This book will definitely be of interest to anyone involved in game analytics. It may very well become the standard desk reference for the discipline for the foreseeable future. However, it will also be of interest to those involved in more general areas of business intelligence and customer relationship management, because it provides an excellent model for these activities. It would especially be of interest to anyone attempting to start an analytics department, whether for game analytics or for business intelligence in general. And finally, due to the far-reaching implications of game analytics, it is probably also worth a peek from philosophers of science and social science. Online Computing Reviews Service

Access critical reviews of Computing literature here

Become a reviewer for Computing Reviews.