Abstract
Understanding how players navigate through virtual worlds
can offer useful guidance for map and level design of video
games. One way to handle large-scale movement data obtained
within games is by modelling movement as a sequence
of visited locations instead of focusing on raw trajectory data.
In this paper, we introduce a visualization approach for movement
analysis based on semantic trajectories derived from a
user-guided segmentation of the game environment. Based
on this concept, the visualization offers an aggregated view
of movement patterns together with the possibility to view
individual paths for detailed inspection. We report on a user
study with six experts from the game industry and compare
the insights they have gleaned from the visualization with
feedback from players. Our results indicate that the approach
is successful in localizing problematic areas and that semantic
trajectories can be a valuable addition to existing approaches
for player movement analysis.
| Original language | English |
|---|---|
| Title of host publication | CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
| Pages | 613-623 |
| Number of pages | 11 |
| DOIs | |
| Publication status | Published - 2019 |
| Event | CHI Play 2019 - Duration: 22 Oct 2019 → 25 Oct 2019 |
Conference
| Conference | CHI Play 2019 |
|---|---|
| Period | 22/10/19 → 25/10/19 |
Research Field
- Former Research Field - Capturing Experience
Keywords
- Visual game analytics; information visualization; semantic trajectories; movement analysis; user study
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