Abstract
Team-based combat games rank among the most popular genres of online games. Their competitive and skill-based gameplay requires players to develop new and constantly refine existing skills in order to succeed and stay ahead of the game. Players of such games are thus showing increased interest in training visualizations which allow them to review their own gameplay, to learn from others, and assist them in building their skills. This research contributes to the emerging area of player-centric visualization by evaluating three different types of visualizations geared toward retrospective analysis of team battles. For that purpose an online survey was developed and disseminated to the player community. Our results, based on 41 responses, provide insights into how the assessed training visualizations score in terms of informational content and design, player preference, how correctly the visualizations can be interpreted, and how suitable they are for different analysis purposes.
Original language | English |
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Title of host publication | CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play |
Place of Publication | New York |
Publisher | Association for Computing Machinery, Inc |
Pages | 22-32 |
Number of pages | 11 |
ISBN (Electronic) | 978-1-4503-4456-2 |
DOIs | |
Publication status | Published - 16 Oct 2016 |
Externally published | Yes |
Event | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 - Austin, United States Duration: 16 Oct 2016 → 19 Oct 2016 Conference number: 3 https://chiplay.acm.org/2016 |
Conference
Conference | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 |
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Abbreviated title | CHI PLAY 2016 |
Country/Territory | United States |
City | Austin |
Period | 16/10/16 → 19/10/16 |
Internet address |
Keywords
- Gameplay analysis
- Information visualization
- Player-centric visualization
- Team-based games
- User study