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Serious Games AnalyticsGuidelines for the Design and Implementation of Game Telemetry for Serious Games Analytics

Serious Games Analytics: Guidelines for the Design and Implementation of Game Telemetry for... [The design of game telemetry requires careful attention to the chain of reasoning that connects low-level behavioral events to inferences about players’ learning and performance. Measuring performance in serious games is often difficult because seldom do direct measures of the desired outcome exist in the game. Game telemetry is conceived as the fundamental element from which measures of player performance are developed. General psychometric issues are raised for game-based measurement, and data issues are raised around format, context, and increasing the meaningfulness of the data itself. Practical guidelines for the design of game telemetry are presented, including targeting in-game behaviors that reflect cognitive demands, recoding data at the finest usable grain size, representing the data in a format usable by the largest number of people, and recording descriptions of behavior and not inferences with as much contextual information as practical. A case study is presented on deriving measures in a serious game intended to teach fraction concepts.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Serious Games AnalyticsGuidelines for the Design and Implementation of Game Telemetry for Serious Games 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 (64)

Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2015
ISBN
978-3-319-05833-7
Pages
59 –79
DOI
10.1007/978-3-319-05834-4_3
Publisher site
See Chapter on Publisher Site

Abstract

[The design of game telemetry requires careful attention to the chain of reasoning that connects low-level behavioral events to inferences about players’ learning and performance. Measuring performance in serious games is often difficult because seldom do direct measures of the desired outcome exist in the game. Game telemetry is conceived as the fundamental element from which measures of player performance are developed. General psychometric issues are raised for game-based measurement, and data issues are raised around format, context, and increasing the meaningfulness of the data itself. Practical guidelines for the design of game telemetry are presented, including targeting in-game behaviors that reflect cognitive demands, recoding data at the finest usable grain size, representing the data in a format usable by the largest number of people, and recording descriptions of behavior and not inferences with as much contextual information as practical. A case study is presented on deriving measures in a serious game intended to teach fraction concepts.]

Published: Mar 13, 2015

Keywords: Game telemetry; Behavioral observations; Construct validity; Game-based learning; Embedded assessment; Serious games

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