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 |
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Title of host publication | CHI PLAY '19 Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
Place of Publication | New York |
Publisher | Association for Computing Machinery, Inc |
Pages | 613-623 |
Number of pages | 11 |
ISBN (Electronic) | 978-1-4503-6688-5 |
DOIs | |
Publication status | Published - 17 Oct 2019 |
Event | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spain Duration: 22 Oct 2019 → 25 Oct 2019 https://chiplay.acm.org/2019/ |
Conference
Conference | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 |
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Country/Territory | Spain |
City | Barcelona |
Period | 22/10/19 → 25/10/19 |
Internet address |
Keywords
- Information visualization
- Movement analysis
- Semantic trajectories
- User study
- Visual game analytics