387 research outputs found
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game
Social media has become a major communication channel for communities
centered around video games. Consequently, social media offers a rich data
source to study online communities and the discussions evolving around games.
Towards this end, we explore a large-scale dataset consisting of over 1 million
tweets related to the online multiplayer shooter Destiny and spanning a time
period of about 14 months using unsupervised clustering and topic modelling.
Furthermore, we correlate Twitter activity of over 3,000 players with their
playtime. Our results contribute to the understanding of online player
communities by identifying distinct player groups with respect to their Twitter
characteristics, describing subgroups within the Destiny community, and
uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201
Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability
Data-driven approaches which aim to identify and predict player engagement
are becoming increasingly popular in games industry contexts. This is due to
the growing practice of tracking and storing large volumes of in-game
telemetries coupled with a desire to tailor the gaming experience to the
end-user's needs. These approaches are particularly useful not just for
companies adopting Game-as-a-Service (GaaS) models (e.g. for re-engagement
strategies) but also for those working under persistent content-delivery
regimes (e.g. for better audience targeting). A major challenge for the latter
is to build engagement models of the user which are data-efficient, holistic
and can generalize across multiple game titles and genres with minimal
adjustments. This work leverages a theoretical framework rooted in engagement
and behavioural science research for building a model able to estimate
engagement-related behaviours employing only a minimal set of game-agnostic
metrics. Through a series of experiments we show how, by modelling early
user-game interactions, this approach can make joint estimates of long-term
survival time and churn probability across several single-player games in a
range of genres. The model proposed is very suitable for industry applications
since it relies on a minimal set of metrics and observations, scales well with
the number of users and is explicitly designed to work across a diverse range
of titles.Comment: Submitted to IEEE Conference on Games 201
Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games
Esports has emerged as a popular genre for players as well as spectators,
supporting a global entertainment industry. Esports analytics has evolved to
address the requirement for data-driven feedback, and is focused on
cyber-athlete evaluation, strategy and prediction. Towards the latter, previous
work has used match data from a variety of player ranks from hobbyist to
professional players. However, professional players have been shown to behave
differently than lower ranked players. Given the comparatively limited supply
of professional data, a key question is thus whether mixed-rank match datasets
can be used to create data-driven models which predict winners in professional
matches and provide a simple in-game statistic for viewers and broadcasters.
Here we show that, although there is a slightly reduced accuracy, mixed-rank
datasets can be used to predict the outcome of professional matches, with
suitably optimized configurations
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Exploration and Skill Acquisition in a Major Online Game
Using data from a major commercial online game, Destiny, we track the development of player skill across time. From over 20,000 player record we identify 3475 players who have played on 50 or more days. Our focus is on how variability in elements of play affect subsequent skill development. After validating the persistent influence of differences in initial performance between players, we test how practice spacing, social play, play mode variability and a direct measure of game-world exploration affect learning rate. These latter two factors do not affect learning rate. Players who space their practice more learn faster, in line with our expectations, whereas players who coordinate more with other players learn slower, which contradicts our initial hypothesis. We conclude that not all forms of practice variety expedite skill acquisition. Online game telemetry is a rich domain for exploring theories of optimal skill acquisition
Debate:Games-based collaboration as a driver for massive-scale mental health research
Games have become a key part of the daily lives of many children and young people, irrespective of geographical location, age, gender or culture. Games form a gateway to these audiences – as well as tertiary groups like parents – which does not exist anywhere else. Additionally, behavioural telemetry from games forms an untapped and sizeable potential for mental health and well-being research. Working with the games industry gives mental health research and associated interventions a pathway for conducting research and working with communities at very large scales.</p
How do Software Professionals Use Local Informal Meetups?
This report presents the findings of the world’s first study of informal technology meetups. Local meetings organised by and for technology professionals have grown rapidly in size, reach and scope in recent years. Despite this, however, little is known about how participating in such communities impacts local professionals
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