Abstract
Designing and developing video games is typically a long and demanding process. The overall aim of developing a game that is enjoyable and rewarding to play for everyone is a complex one due to the diversity of players who may potentially interact with the game. Understanding how players interact and behave during gameplay is of vital importance to developers. An accurate understanding of the gameplay experience during development can help identify and resolve any potential problem areas before release, leading to a better player experience and arguably, greater game review scores and sales. There are two main sources from which potentially useful data can be extracted: the video game (game metrics), and the player (player metrics).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
Selected Bibliography
Ambinder, M. (2011). Biofeedback in gameplay: How valve measures physiology to enhance gaming experience. Presented in GDC Vault.
Cacioppo, J. T., Tassinary, L. G., & Berntson, G. G. (2007). Handbook of psychophysiology. Cambridge: Cambridge University Press.
Pure [Xbox 360], Black Rock Studios. Published by Disney Interactive Studios (2008, September).
Drachen, A., & Canossa, A. (2009). Towards gameplay analysis via gameplay metrics. In MindTrek ’09: Proceedings of the 13th international MindTrek conference: Everyday life in the ubiquitous era. ACM
Drachen, A., Nacke, L. E., Yannakakis, G., & Pedersen, A. L. (2010). Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. In Sandbox 2010. Los Angeles: ACM.
Feigenbaum, E. A., & Simon, H. A. (1962). A theory of the serial position effect. British Journal of Psychology, 53, 307–320.
Hazlett, R. (2008). Using biometric measurement to help develop emotionally compelling games. In K. Isbister & N. Schaffer (Eds.), Game usability: Advancing the player experience (pp. 187–205). San Francisco: Morgan Kaufmann.
Kivikangas, J. M., Ekman, I., Chanel, G., Järvelä, S., Salminen, M., Cowley, B., Henttonen, P., & Ravaja, N. (2010). Review on psychophysiological methods in game research. In Proceedings of 1st Nordic DiGRA, DiGRA
Mandryk, R. (2008). Physiological measures for game evaluation. In K. Isbister & N. Schaffer (Eds.), Game usability: Advancing the player experience (pp. 207–235). San Francisco: Morgan Kaufmann.
Mandryk, R. L., & Atkins, M. S. (2007). A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. International Journal of Human Computer Studies, 65, 329–347.
Mandryk, R. L., Atkins, M. S., & Inkpen, K. M. (2006). A continuous and objective evaluation of emotional experience with interactive play environments. In Proceedings of the conference on human factors in computing systems (CHI 2006). Montreal: ACM.
Mirza-Babaei, P., & McAllister, G. (2011). Biometric storyboards: Visualising meaningful gameplay events. In CHI 2011 BBI workshop proceedings, Vancouver, BC, Canada.
Mirza-Babaei, P., Long, S., Foley, E., & McAllister, G. (2011). Understanding the contribution of biometrics to games user research. Full research paper at Think Design Play: The fifth international conference of the Digital Research Association (DiGRA 2011), Hilversum, The Netherlands.
Mirza-Babaei, P., Nacke, L., Fitzpatrick, G., White, G. R., McAllister, G., Collins, N. (2012). Biometric storyboards: Visualising game user research data. In Proceedings of CHI EA 2012, Austin, TX, USA.
Nacke, L. E. (2011). Directions in physiological game evaluation and interaction. In CHI 2011 BBI workshop proceedings, Vancouver, BC, Canada.
Nacke, L., & Lindley, C. (2009). Affective ludology, flow and immersion in a first–person shooter: Measurement of player experience. Loading 3(5). http://journals.sfu.ca/loading/index.php/loading/issue/view/6.
Nacke, L., Lindley, C., & Stellmach, S. (2008). Log who’s playing: Psychophysiological game analysis made easy through event logging. In Proceedings of fun and games, second international conference (pp. 150–157). Eindhoven: Springer.
Nacke, L., Grimshaw, M. N., & Lindley, C. A. (2010). More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers, 22(5), 336–343.
Quesenbery, W., & Brooks K. (2010). Storytelling for user experience. Edited by Marta Justak. New York: Louis Rosenfeld.
Ravaja, N., Saari, T., Salminen, M., Laarni, J., & Kallinen, K. (2006a). Phasic emotional reactions to video game events: A psychophysiological investigation. Media Psychology, 8(4), 343–367.
Ravaja, N., Timo, S., Marko, T., Jari, L., Mikko, S., & Matias, K. (2006b). Spatial presence and emotions during video game playing: Does it matter with whom you play? Presence: Teleoperators and Virtual Environments, 15(4), 381–392.
Schell, J. (2008). The art of game design. Amsterdam: Elsevier/Morgan Kaufmann.
Soppitt, M., & McAllister, G. (2011). Understanding player experience using sequential analysis. In Think design play: The fifth international conference of the Digital Research Association (DIGRA), Hilversum, The Netherlands.
Tognetti, S., Garbarino, M., Bonanno, A. T., Matteucci, M., & Bonarini, A. (2010). Enjoyment recognition from physiological data in a car racing game. In Proceedings of the 3rd international workshop on affective interaction in natural environments (AFFINE ’10) (pp. 3–8). New York: ACM.
Yannakakis, G. N., Hallam, J., & Lund, H. H. (2008). Entertainment capture through heart rate activity in physical interactive playground. User Modelling and User-Adapted Interaction, 18(1), 207–243.
Acknowledgments
Pure images courtesy of Disney Enterprises, Inc.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Additional information
About the Authors
Graham McAllister is the Director of Player Research, a user research and playtesting studio which provides insights into players and gameplay. Before founding Player Research, he was an academic in the area of Human-Computer Interaction, with interests in designing practical video game user research methods. Graham also writes the column on user research for Edge Online.
Pejman Mirza-Babaei is a Ph.D. candidate at the University of Sussex (UK). His research focuses on developing mixed-methods for a better understanding of user experience in engaging entertainment systems. In particular, he is interested in using physiological measurements in combination with other Human-Computer Interaction (HCI) methods to evaluate the user experience of underdevelopment titles.
After doing a degree in Civil Engineering and starting a short career in engineering consultancy, Jason Avent joined Microprose as a Level Designer in 1996. Since then, he has worked at Entertainment Online, ATD, Electronic Arts, Climax (Solent and Brighton) and now Disney’s Black Rock Studio. He has also worked in design and production and is currently a Game Director at Black Rock Studio in Brighton.
Rights and permissions
Copyright information
© 2013 Springer-Verlag London
About this chapter
Cite this chapter
McAllister, G., Mirza-Babaei, P., Avent, J. (2013). Improving Gameplay with Game Metrics and Player Metrics. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds) Game Analytics. Springer, London. https://doi.org/10.1007/978-1-4471-4769-5_27
Download citation
DOI: https://doi.org/10.1007/978-1-4471-4769-5_27
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)