Skip to main content

Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis

  • Chapter
  • First Online:
Game Analytics

Abstract

Analyzing game-related data, at its core, is a process that involves being able to articulate knowledge and meaning from apparently meaningless data. Analysis often consists of imposing order, establishing categories and seeing patterns in disorderly, continuous and heterogeneous streams of information, especially when dealing with gameplay telemetry data, which directly emanates from players’ behavior. Since human behavior represents the response of an organism to its ecosystem, it possesses no intrinsic meaning; rather it needs to be interpreted. It is mostly through interpretation of data that actionable knowledge and pertinent meaning can be massaged into existence according to the assumption that player motivations, desires, beliefs and personality are encoded in a player’s behavior and it is sufficient to interpret metrics data to unravel extensive information about players. Ludwig Wittgenstein, in his Tractatus logico-philosophicus, (Wittgenstein 2001) said that “the limits of my language mean the limits of my world” implying that the logical possibilities available within a certain domain are constrained by the language used to talk about such a domain. In the specific case of game data analysis, the verbs used to talk about player behavior are defined by the game variables measured and tracked by the telemetry system. These variables, once measured, become metrics, and from metrics, features are extracted; the selection of which features to use is a pivotal component of game data analysis. This chapter presents strategies to aid in this process, specifically, in the selection of variables, their measurement and the treatment of the resulting features to obtain meaningful models. The process of selecting game variables to be monitored for further analysis is not a trivial one since it is exactly this process of selection that defines which analyses can be carried out and enables analysts to draw inferences from the game.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Allport, G. (1936). Personality: A psychological interpretation. New York: Holt, Rinehart, & Winston publishers.

    Google Scholar 

  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.

    Google Scholar 

  • Blomkvist, S. (2002). Persona – An overview. In Theoretical perspectives in human-computer interaction. Stockholm, IPLab, KTH.

    Google Scholar 

  • Brudvig, E. (2010). Halo: Reach post-beta interview. IGN. Retrieved June 6, 2010.

    Google Scholar 

  • Canossa, A. (2009). Play persona: Modeling player behaviour in computer games. The Royal Danish Academy of Fine Arts, School of Design/IO Interactive. Ph.D. thesis, Supervisor: Dr. Troels Degn Johansson, Denmark.

    Google Scholar 

  • Canossa, A., & Drachen, A. (2009a). Patterns of play: Play-personas in user-centered game development. In Proceedings of DIGRA 2009. London, United Kingdom:DiGRA Publishers.

    Google Scholar 

  • Canossa, A., & Drachen, A. (2009b). Play-personas: Behaviors and belief systems in user-centered game design. In Proceedings of INTERACT 2009 (LNCS vol. 5727, pp. 510–523). Uppsala, Sweden: Springer.

    Google Scholar 

  • Charles, D., & Black, M. (2004, November). Dynamic player modeling: A framework for player-centered digital games. In Proceedings of the international conference on computer games: Artificial intelligence, design and education (pp. 29–35).

    Google Scholar 

  • Charles, D., Mcneill, M., Mcalister, M., Black, M., Moore, A., Stringer, K. Kücklich, J., & Kerr, A. (2005). Player-centred game design: Player modelling and adaptive digital games. In Digital games research association 2005 conference: Changing views – Worlds in play, Vancouver.

    Google Scholar 

  • Cooper, A. (2004). The inmates are ruling the asylum. Indianapolis: Sams Publishing.

    Google Scholar 

  • Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: The essentials of interaction design. Indianapolis: Wiley.

    Google Scholar 

  • Costa, P. T., & McCrae, R. R. (1985). The NEO personality inventory manual. Odessa: Psychological Assessment Resources.

    Google Scholar 

  • Costa, P. T., & McCrae, R. R. (1992). Revised NEO personality inventory (NEO-PI-R) and NEO five-factor inventory (NEO-FFI) manual. Odessa: Psychological Assessment Resources.

    Google Scholar 

  • Drachen, A., & Canossa, A. (2009). Towards gameplay analysis via gameplay metrics. In Proceedings of the 13th MindTrek. Tampere: ACM-SIGCHI Publishers.

    Google Scholar 

  • Drachen, A., Canossa, A., & Yannakakis, G. (2009). Player modeling using self-organization in Tomb Raider: Underworld. In Proceedings of the IEEE computational intelligence in games (pp. 1–8). Milan: IEEE Publishers.

    Google Scholar 

  • Edmunds, A., & Morris, A. (2000). The problem of information overload in business organisations: a review of the literature. International Journal of Information Management, 20(1), 17–28. ISSN:0268–4012, doi:10.1016/S0268-4012(99)00051-1, URL: http://www.sciencedirect.com/science/article/pii/S0268401299000511

    Google Scholar 

  • Gagné, A., Seif El-Nasr, M., & Shaw, C. (2011). A deeper look at the use of telemetry for analysis of player behavior in RTS games. Entertainment Computing–ICEC 2011, 6972, 247–257.

    Google Scholar 

  • Gagné, A., Seif El-Nasr, M., & Shaw, C. (2012). Analysis of telemetry data from a real-time ­strategy game: A case study. ACM Computers in Entertainment, 10 (3), Article No. 2. doi:http://10.1145/2381876.2381878, http://doi.acm.org/

  • Goldberg, L. R. (1993). The structure of phenotypic personality traits. American Psychologist, 48, 26–34.

    Article  Google Scholar 

  • Goldberg, L. R. (2001). Personality processes and individual differences – An alternative description of personality: The big-five factor structure. In S. E. Hyman (Ed.), The science of mental health. New York: Routledge.

    Google Scholar 

  • Han, J., & Kamber, M. (2006). Data mining: Concepts and techniques (Second Editionth ed.). San Francisco: Morgan Kaufman Publishers.

    MATH  Google Scholar 

  • Houlette, R. (2003, December). Player modeling for adaptive games. In S. Rabin (Ed.), AI game programming wisdom 2. Hingham: Charles River Media.

    Google Scholar 

  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the challenges in game AI workshop, 19th national conference on artificial intelligence AAAI’04. San Jose: AAAI Press.

    Google Scholar 

  • John, O. P., Angleitner, A., & Ostendorf, F. (1988). The lexical approach to personality: A historical review of trait taxonomic research. European Journal of Personality, 2(3), 171–203. Wiley, Universität Bielefeld, Federal Republic of Germany.

    Google Scholar 

  • Mahlman, T., Drachen, A., Canossa, A., Togelius, J., & Yannakakis, G. N. (2010). Predicting player behavior in Tomb Raider: Underworld. In Proceedings of the 2010 IEEE conference on computational intelligence in games (pp. 178–185). Copenhagen: IEEE Publishers.

    Google Scholar 

  • Martínez, H. P., & Yannakakis, G. N. (2010, October). Genetic search feature selection for affective modeling: A case study on reported preferences. In Proceedings of the 3rd international workshop on Affective interaction in natural environments (pp. 15–20). New York: ACM.

    Google Scholar 

  • Pincus, M., & Gordon, B. (2009). Ghetto testing and minimum viable products. Lecture at Stanford Technology Ventures Program, Stanford Uni versity.

    Google Scholar 

  • Pruitt, J., & Grudin, J. (2003, June). Personas: Practice and theory. In Proceedings of the 2003 conference on designing for user experiences (pp. 1–15). San Francisco: ACM.

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge: The MIT Press.

    Google Scholar 

  • Schell, J. (2008, August). The art of game design: A book of lenses (p. 99). Amsterdam: Morgan Kaufmann.

    Google Scholar 

  • Smith, A. M., Lewis, C., Hullett, K., Smith, G., & Sullivan, A. (2011, July). An inclusive view of player modeling. 6th international conference on Foundations of Digital Games (FDG 2011), Bordeaux, France.

    Google Scholar 

  • Sydney Morning Herald (2010, May 25). Millions reach for ‘Halo’. Sydney Morning Herald. Retrieved June 6, 2010.

    Google Scholar 

  • Thurau, C., & Drachen, A. (2011). Introducing archetypal analysis for player classification in games. EPEX Workshop in FDG 2011, Bordeaux.

    Google Scholar 

  • Tychsen, A., & Canossa, A. (2008). Defining personas in games using metrics. In Proceedings of FUTURE PLAY 2008 (pp. 73–80). Toronto: ACM publishers.

    Google Scholar 

  • Wittgenstein, L. (2001). Tractatus logico-philosophicus (2nd ed.). London: Routledge.

    Google Scholar 

  • Wong, C., Kim, J., Han, E., & Jung, K. (2009). Human-centered modeling for style-based adaptive games. Journal of Zhejiang University – SCIENCE A, 10(4), 530–534.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alessandro Canossa Ph.D. .

Editor information

Editors and Affiliations

Additional information

About the Author

Alessandro Canossa, Ph.D. is Associate Professor in the College of Arts, Media and Design at Northeastern University, he obtained a MA in Science of Communication from the University of Turin in 1999 and in 2009 he received his PhD from The Danish Design School and The Royal Danish Academy of Fine Arts, School of Architecture. His doctoral research was carried out in collaboration with Io Interactive, a Square Enix game development studio, and it focused on user-centric design methods and approaches: prototypical player behaviors are described procedurally and from those profiles game environments emerge that are able to accommodate all of the possibilities for action. In the course of his research, Dr. Canossa has published more than 30 articles, book chapters, and journal contributions, he has presented at several international conferences including Future Play, GDC San Francisco, GDC Canada, Mindtrek, IFIP Interact, IEEE Conference on Computational Intelligence and Games, ACM Foundations of Digital Games and DiGRA discussing topics from game user research, HCI, game metrics analysis and player experience. He has also received a Best Paper award at the largest media conference in Northern Europe, MindTrek, in 2009. Beside his academic activities he still maintain contact with the industry: his work has been commented on and used by companies such as Ubisoft, Electronic Arts, Microsoft, and Square Enix. Within Square Enix he carries on an ongoing collaboration with IO Interactive, Crystal Dynamics and Beautiful Games Studio, where he has worked on titles such as Kane & Lynch: Dead Men, Tomb Raider: Underworld and Kane & Lynch: Dog Days.

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag London

About this chapter

Cite this chapter

Canossa, A. (2013). Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds) Game Analytics. Springer, London. https://doi.org/10.1007/978-1-4471-4769-5_13

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-4769-5_13

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-4768-8

  • Online ISBN: 978-1-4471-4769-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics