Leveraging Cluster Analysis to Understand Educational Game Player Experiences and Support Design
October 18, 2022 Β· Declared Dead Β· π arXiv.org
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Authors
Luke Swanson, David Gagnon, Jennifer Scianna, John McCloskey, Nicholas Spevacek, Stefan Slater, Erik Harpstead
arXiv ID
2210.09911
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.LG,
cs.MM
Citations
1
Venue
arXiv.org
Last Checked
4 months ago
Abstract
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio. We utilize the method to analyze a real-time strategy game, processing game telemetry data to determine categories of players based on their in-game actions, the feedback they received, and their progress through the game. An interpretive analysis of these clusters results in actionable insights for the game's designers.
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