1,082 research outputs found

    Statistical Analysis of Player Behavior in Minecraft

    Get PDF
    Interactive Virtual Worlds offer new individual and social experiences in a huge variety of artificial realities. They also have enormous potential for the study of how people interact, and how societies function and evolve. Systematic collection and analysis of in-play behavioral data will be invaluable for enhancing player experiences, facilitating effective administration, and unlocking the scientific potential of online societies. This paper details the development of a framework to collect player data in Minecraft. We present a complete solution which can be deployed on Minecraft servers to send collected data to a centralized server for visualization and analysis by researchers, players, and server administrators. Using the framework, we collected and analyzed over 14 person-days of active gameplay. We built a classification tool to identify high-level player behaviors from observations of their moment-by-moment game actions. Heat map visualizations highlighting spatial behavior can be used by players and server administrators to evaluate game experiences. Our data collection and analysis framework offers the opportunity to understand how individual behavior, environmental factors, and social systems interact through large-scale observational studies of virtual worlds

    Student attitudes to games-based skills development: learning from video games in higher education

    Get PDF
    Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor

    The prosocial user experience of empathy lesson plans in Minecraft for adolescents

    Get PDF
    Video games have grown in storytelling and graphical accomplishment in the past couple decades, and studies into how they can promote prosocial behavior and empathy are needed to better understand how this media can promote positive psychological development in adolescents. One video game that is popular with this demographic is Minecraft: Education Edition, which offers structured lesson plans that promote empathy and prosocial behavior. This thesis documents a study that uses quantitative analysis to better understand the relationship between Minecraft: Education Edition and the promotion of empathy and prosocial behavior in these lesson plans. The study results partially support the hypotheses that individuals who play a video game with lesson plans specifically designed to instruct them to act empathetically will show more empathy and prosocial behaviors in the short term than those who play the same game without predetermined goals or lesson plans. Although there was not a significant difference between the two groups in the total score for the three scales measuring empathy or prosocial behavior, one individual item score on each scale was significantly or marginally improved in the experimental group. These three individual items were related to prosocial behavior and perspective taking, which is a subset of empathy.Thesis (M.A.)Department of Journalis

    StABLE: Making Player Modeling Possible for Sandbox Games

    Get PDF
    Digital games are increasingly delivered as services. Understanding how players interact with games on an ongoing basis is important for maintenance. Logs of player activity offer a potentially rich window into how and why players interact with games, but can be difficult to render into actionable insights because of their size and complexity. In particular, understanding the sequential behavior in-game logs can be difficult. In this thesis, we present the String Analysis of Behavior Log Elements (StABLE) method, which renders location and activity data from a game log file into a sequence of symbols which can be analyzed using techniques from text mining. We show that by intelligently designing sequences of features, it is possible to cluster players into groups corresponding to experience or motivation by analyzing a dataset containing Minecraft game logs. The findings demonstrate the validity of the proposed method, and illustrate its potential utility in mining readily available data to better understand player behavior

    HEAPCRAFT: Quantifying and Predicting Collaboration in Minecraft

    Get PDF
    We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Minecraft. At the core of our system is a data collection and analysis framework or recording gameplay. We collected over 3451 playerhours of game behavior from 908 different players, and performed a general study of online collaboration. To make our game analytics easily accessible, we developed interactive information visualization tools and an analysis framework for players, administrators, and researchers to explore graphs, maps and timelines of live server activity. As part of our research, we introduce the collaboration index, a metric which allows server administrators and researchers to quantify, predict, and improve collaboration on Minecraft servers. Our analysis reveals several possible predictors of collaboration which can be used to improve collaboration on Minecraft servers. HEAPCRAFT is designed to be general, and has the potential to be used for other shared online virtual worlds

    HeapCraft Social Tools: Understanding and Improving Player Collaboration in Minecraft

    Get PDF
    We introduce a framework to infuence and analyze player collaboration in Minecraft. The framework consists of a telemetry system and several tools to influence player behavior and provide value to server administrators to increase adoption. The data collection includes almost every aspect of gameplay and can be used for analysis beyond player collaboration.1 We started collecting data from several Minecraft servers in March 2015. Most data will be made available to researchers upon request.2 We have also demonstrated the use of our framework to statistically analyze player behavior in Minecraft. More details can be found [1]

    The Effects of Video Game Sales on Violent Crime Rates in Canada

    Get PDF
    Video games are a relatively new phenomenon, and as such there has been a plethora of research done to help understand the effects of video games. When it comes to the influence of video games on violent crime, there has been much research on the topic but with little consensus. Additionally, the existing literature cannot provide any conclusive evidence, with some stating that video games influence violent behavior and others stating the opposite. This paper attempts to contribute to the research by trying to answer the question of whether an increase in video game sales can influence increases in violent behavior. A quantitative approach was used, analyzing popular video game sales as well as violent crime rates in Canada to find a relationship between the two variables. It was found that increases in video game sales have led to increases in violent crime rates. This can help influence policy makers on making laws and policies that affect video games in the future, such as stricter regulations for purchasing violent video games

    Emergence of integrated institutions in a large population of self-governing communities

    Full text link
    Most aspects of our lives are governed by large, highly developed institutions that integrate several governance tasks under one authority structure. But theorists differ as to the mechanisms that drive the development of such concentrated governance systems from rudimentary beginnings. Is the emergence of integrated governance schemes a symptom of consolidation of authority by small status groups? Or does integration occur because a complex institution has more potential responses to a complex environment? Here we examine the emergence of complex governance regimes in 5,000 sovereign, resource-constrained, self-governing online communities, ranging in scale from one to thousands of users. Each community begins with no community members and no governance infrastructure. As communities grow, they are subject to selection pressures that keep better managed servers better populated. We identify predictors of community success and test the hypothesis that governance complexity can enhance community fitness. We find that what predicts success depends on size: changes in complexity predict increased success with larger population servers. Specifically, governance rules in a large successful community are more numerous and broader in scope. They also tend to rely more on rules that concentrate power in administrators, and on rules that manage bad behavior and limited server resources. Overall, this work is consistent with theories that formal integrated governance systems emerge to organize collective responses to interdependent resource management problems, especially as factors such as population size exacerbate those problems.Comment: contains supplemen
    • …
    corecore