1 / 6

Capturing Player Experience with Post-Game Commentaries

Capturing Player Experience with Post-Game Commentaries. Robin Baumgarten Joint work with Jeremy Gow (Imperial), Paul Cairns (University of York), Simon Colton (Imperial) & Paul Miller (Rebellion Developments). Capturing Player Experience.

tarak
Download Presentation

Capturing Player Experience with Post-Game Commentaries

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Capturing Player Experience with Post-Game Commentaries Robin Baumgarten Joint work with Jeremy Gow (Imperial), Paul Cairns (University of York), Simon Colton (Imperial) & Paul Miller (Rebellion Developments)

  2. Capturing Player Experience • Understanding player experience is central to game design • Informal playtesting is widely used by developers • Our motivation: studying adaptive experience management systems • We want to access experience as it changes during play • Our requirements for experience capture • Detailed and non-destructive record of normal gaming experiences • Relate change over time to activities and events in game • Unbiased as possible, as experiences are varied and poorly understood • No existing method ticked all the boxes, e.g. biofeedback, experience sampling, comparative judgements.

  3. Post-Game Commentaries • Our solution: post-game player commentaries • Screen capture during normal play session • The player then controls a video replay of their screen capture • What do you remember feeling and doing? • Record them talkingas much as they can in response to the video • Neutral prompting by an observer reminds the player to talk • Detailed and contextualised experience reports • More explicit prompts (e.g. word lists) introduce bias, but give more data • Can be used to corroborate other methods, e.g. biofeedback • A form of Cued Retrospective Think-Aloud Protocol applied to games • Cued RTA is effective in other domains, e.g. problem-solving • Butpotential for experiences to be lost or reinterpreted in memory

  4. Using Commentaries: Rogue Trooper • What can we learn from commentary data? • We used a case study to illustrate the technique • 1st level of 3rd person shooter Rogue Trooper (Rebellion, 2006) • 4 single players = 1.5 hrs commentary in total • Data analysis used open coding to construct a classification of reported experiences • Counted experiences on a scene by scene basis • One scene = a combat, a navigation phase, a mini-game or a cut scene

  5. Case Study: Results • Experience classification for Rogue Trooper • Positive-negative classes: control-controlled, interested-bored, understand-confused, satisfied-dissatisfied, purposeful-aimless • Coping-struggling classes: hard-easy, confident-cautious • Player commentaries give multiple views of players’ experience • Dominant experiences for entire level • Feeling Confusion (21% reports) and mostly about Combat (34%) • Breakdown by scene • Clusters of negative experiences help identify areas for redesign • Individual player journeys • Helps us understand how different types of player can experience the game • Highlights role of negative experiences in both learning and dissatisfaction

  6. Conclusions & Future Work • Post-game player commentaries can provide a detailed and contextualised reports of player experience • Case study demonstrated how commentaries can be used to • Develop classification of experiences for a game • Critique a level and understand individual player’s progress • Our research priorities • Use commentaries to study effects of experience management systems • Tool support to reduce burden of data analysis

More Related