A framework for biometric playtesting of games

نویسندگان

  • Dirk P. Janssen
  • Licia Calvi
  • Stefano Gualeni
چکیده

A framework is described that can assist game developers in using biometric (psychophysiological) methods while playtesting. Biometric methods can give developers a valuable additional window on the playtester’s experience. 1. THE USE OF BIOMETRICS When developing a game (or any other media product), is important to collect as much feedback from users as possible. After all, users will determine the success or failure of the game and their decision to play, buy and recommend a game depends partially on having a smooth and satisfying play experience. Several methods for collecting data during playtests have been developed, with interviews and observaton still being the most popular ones. Newer methods include logging game metrics and collecting data about the physical state of the player, called biometrics or psychophysiology. Both game metrics and biometrics add objective measurements to the subjective results from interviews and player observation. The industry has widely recognized the role of game metrics in playtesting and in the continuous evaluation of a game after it has gone live. Game metrics are often used for marketing (conversion rate), but it feed into user experience analysis [5]. In a large number of studies over the past years, the value of the biometric approach has been demonstrated, see reviews in [1] and [2], but the methods is infrequently used in practice. We think the low rate of adoption of the biometrics method has to do with a number of factors, the most important one being lack of a widely adopted and generic framework for measuring this data. For game metrics, several commercial frameworks exist (playtomic.com, mochibot.com, flurry.com) and it is relatively easy to program a proprietary system. Although expertise is required for the successful in-depth analysis of game metrics, a number of widely accepted measures can be automatically computed by the existing frameworks (conversion rate, time on game, heatmap of player deaths, etc.). A framework has been developed for emotion extraction from mixed-media and biometrics data, but this has not caught on with the industry [3].

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Modular Computational Critics for Games

Formal game modeling tools could support the automated analysis of game rules and rapid automated playtesting, but are not widely used. Furthermore, existing game design support tools are often limited to very specific classes of game, require significant programming expertise to use or customize, or are fully-automatic tools with limited affordances for human designers. We therefore propose a ...

متن کامل

Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests

Game design, like gameplay, is situated. Though we find ourselves in a period of global growth and consolidation in the games industry, marked by broad changes in how design work is organized, our understanding of game design as it is currently practiced needs to be rooted in local contexts of production. One useful way to explore the situated-ness of game development is by tracing the implemen...

متن کامل

Bringing Digital Games to User Research and User Experience

In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game met...

متن کامل

When Gaming is not Suitable for Everyone: Playtesting Wii Games with Frail Elderly

This paper discusses the accessibility of commercially available video games for frail elderly players by providing an exemplary focus group analysis of Wii Sports and Wii Fit mini games. Although recent research results show that engaging with games may have positive effects of the overall well-being of senior citizens, the results of playtesting sessions presented within this paper suggest th...

متن کامل

Evaluating Competitive Game Balance with Restricted Play

Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters, and run lengthy playtests to evaluate the effects of these changes. If designers could receive immediate feedback on their designs, they could explore a vast space of variations, and select on...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013