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Game user telemetry in practice: a case study

Published: 11 November 2014 Publication History

Abstract

User research has become an important aspect in game development. Especially, user telemetry, i.e., the remote tracking of in-game behavioral data and its subsequent analysis has attracted increased attention in game development and research in the last years. Unfortunately, case studies of game industry-academic relationships concerning the application of user telemetry methods in practice are still sparse. In this case study we report our experiences from employing gameplay visualizations during the development of a commercial mobile game. In particular, we describe the process of the collaboration and discuss developer feedback regarding the visualization itself as well as issues regarding user telemetry integration into the development process.

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Cited By

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  • (2024)"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight SimulationProceedings of the ACM on Human-Computer Interaction10.1145/36771148:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2024)"Ah! I see" - Facilitating Process Reflection in Gameplay through a Novel Spatio-Temporal Visualization SystemProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642484(1-19)Online publication date: 11-May-2024
  • (2023)‘Even if the algorithm is a terrible workmate, you just need to learn to live with it’: Perceptions of data analytics among game industry professionalsEuropean Journal of Cultural Studies10.1177/1367549423116856827:4(558-576)Online publication date: 13-May-2023
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  1. Game user telemetry in practice: a case study

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    cover image ACM Other conferences
    ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology
    November 2014
    422 pages
    ISBN:9781450329453
    DOI:10.1145/2663806
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 11 November 2014

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    Author Tags

    1. case study
    2. game analytics
    3. games
    4. visualization

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    • Research-article

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    • Austrian Federal Ministry of Science, Research, and Economy

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    ACE '14

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    ACE '14 Paper Acceptance Rate 36 of 90 submissions, 40%;
    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

    View all
    • (2024)"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight SimulationProceedings of the ACM on Human-Computer Interaction10.1145/36771148:CHI PLAY(1-27)Online publication date: 15-Oct-2024
    • (2024)"Ah! I see" - Facilitating Process Reflection in Gameplay through a Novel Spatio-Temporal Visualization SystemProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642484(1-19)Online publication date: 11-May-2024
    • (2023)‘Even if the algorithm is a terrible workmate, you just need to learn to live with it’: Perceptions of data analytics among game industry professionalsEuropean Journal of Cultural Studies10.1177/1367549423116856827:4(558-576)Online publication date: 13-May-2023
    • (2021)"What Happened Here!?" A Taxonomy for User Interaction with Spatio-Temporal Game Data VisualizationProceedings of the ACM on Human-Computer Interaction10.1145/34746875:CHI PLAY(1-27)Online publication date: 6-Oct-2021
    • (2021)Prediction of Player Churn and Disengagement Based on User Activity Data of a Freemium Online Strategy GameIEEE Transactions on Games10.1109/TG.2020.299228213:1(78-88)Online publication date: Mar-2021
    • (2020)Motivational Profiling of League of Legends PlayersFrontiers in Psychology10.3389/fpsyg.2020.0130711Online publication date: 22-Jul-2020
    • (2020)See, Feel, MoveProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376401(1-14)Online publication date: 21-Apr-2020
    • (2019)User Guided Movement Analysis in Games using Semantic TrajectoriesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347156(613-623)Online publication date: 17-Oct-2019
    • (2019)Aggregated Visualization of Playtesting DataProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300593(1-12)Online publication date: 2-May-2019
    • (2019)How Do Small and Medium-Sized Game Companies Use Analytics? An Attention-Based View of Game AnalyticsInformation Systems Frontiers10.1007/s10796-019-09913-1Online publication date: 25-Apr-2019
    • Show More Cited By

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