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Serious Games AnalyticsComparative Visualization of Player Behavior for Serious Game Analytics

Serious Games Analytics: Comparative Visualization of Player Behavior for Serious Game Analytics [Telemetry opens new possibilities for the assessment of serious games through the continuous, unobtrusive, monitoring of in-game behavior. Data obtained through telemetry thus not only contains information about the outcomes but also about the intermediate processes. In this sense, telemetry data can be of value for various stakeholders of serious games, including developers, educators, and learners themselves to increase the effectiveness of the intervention. In doing so, particular significance should be attached to differences among individuals and demographic groups in order to understand and better accommodate for these variations. However, the large amounts of data gathered via telemetry can make it challenging to derive meaningful information from it. Visualizations can support this process by providing a means to explore, to compare, and to draw insights from the data sets. In this chapter, we discuss three common visual design strategies that facilitate comparative data analysis. Several examples, drawn from the game-based learning literature and related areas as well as two detailed case studies are used to illustrate how these strategies can be leveraged in the context of serious game analytics.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Serious Games AnalyticsComparative Visualization of Player Behavior for Serious Game Analytics

Part of the Advances in Game-Based Learning Book Series
Editors: Loh, Christian Sebastian; Sheng, Yanyan; Ifenthaler, Dirk
Serious Games Analytics — Mar 13, 2015

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References (87)

Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2015
ISBN
978-3-319-05833-7
Pages
159 –179
DOI
10.1007/978-3-319-05834-4_7
Publisher site
See Chapter on Publisher Site

Abstract

[Telemetry opens new possibilities for the assessment of serious games through the continuous, unobtrusive, monitoring of in-game behavior. Data obtained through telemetry thus not only contains information about the outcomes but also about the intermediate processes. In this sense, telemetry data can be of value for various stakeholders of serious games, including developers, educators, and learners themselves to increase the effectiveness of the intervention. In doing so, particular significance should be attached to differences among individuals and demographic groups in order to understand and better accommodate for these variations. However, the large amounts of data gathered via telemetry can make it challenging to derive meaningful information from it. Visualizations can support this process by providing a means to explore, to compare, and to draw insights from the data sets. In this chapter, we discuss three common visual design strategies that facilitate comparative data analysis. Several examples, drawn from the game-based learning literature and related areas as well as two detailed case studies are used to illustrate how these strategies can be leveraged in the context of serious game analytics.]

Published: Mar 13, 2015

Keywords: Game telemetry; Player behavior; Visualization; Visual comparison

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