Game Analytics

Game Analytics
Author :
Publisher : Springer Science & Business Media
Total Pages : 792
Release :
ISBN-10 : 9781447147695
ISBN-13 : 1447147693
Rating : 4/5 (95 Downloads)

Synopsis Game Analytics by : Magy Seif El-Nasr

Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Serious Games Analytics

Serious Games Analytics
Author :
Publisher : Springer
Total Pages : 497
Release :
ISBN-10 : 9783319058344
ISBN-13 : 3319058347
Rating : 4/5 (44 Downloads)

Synopsis Serious Games Analytics by : Christian Sebastian Loh

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Games User Research

Games User Research
Author :
Publisher : Oxford University Press
Total Pages : 549
Release :
ISBN-10 : 9780198794844
ISBN-13 : 0198794843
Rating : 4/5 (44 Downloads)

Synopsis Games User Research by : Anders Drachen

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Game Data Science

Game Data Science
Author :
Publisher : Oxford University Press
Total Pages : 320
Release :
ISBN-10 : 9780192652713
ISBN-13 : 0192652710
Rating : 4/5 (13 Downloads)

Synopsis Game Data Science by : Magy Seif El-Nasr

Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.

Data-Driven Personas

Data-Driven Personas
Author :
Publisher : Springer Nature
Total Pages : 317
Release :
ISBN-10 : 9783031022319
ISBN-13 : 3031022319
Rating : 4/5 (19 Downloads)

Synopsis Data-Driven Personas by : Bernard J. Jansen

Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.

Cognitive Computing in Technology-Enhanced Learning

Cognitive Computing in Technology-Enhanced Learning
Author :
Publisher : IGI Global
Total Pages : 373
Release :
ISBN-10 : 9781522590323
ISBN-13 : 1522590323
Rating : 4/5 (23 Downloads)

Synopsis Cognitive Computing in Technology-Enhanced Learning by : Lytras, Miltiadis D.

Various technologies and applications such as cognitive computing, artificial intelligence, and learning analytics have received increased attention in recent years. The growing demand behind their adoption and exploitation in different application contexts has captured the attention of learning technology specialists, computer engineers, and business researchers who are attempting to decipher the phenomenon of personalized e-learning, its relation to already conducted research, and its implications for new research opportunities that effect innovations in teaching. Cognitive Computing in Technology-Enhanced Learning is a critical resource publication that aims to demonstrate state-of-the-art approaches of advanced data mining systems in e-learning, such as MOOCs and other innovative technologies, to improve learning analytics, as well as to show how new and advanced user interaction designs, educational models, and adoptive strategies can expand sustainability in applied learning technologies. Highlighting a range of topics such as augmented reality, ethics, and online learning environments, this book is ideal for educators, instructional designers, higher education faculty, school administrators, academicians, researchers, and students.

Serious Games

Serious Games
Author :
Publisher : Springer
Total Pages : 429
Release :
ISBN-10 : 9783319406121
ISBN-13 : 3319406124
Rating : 4/5 (21 Downloads)

Synopsis Serious Games by : Ralf Dörner

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Learning, Design, and Technology

Learning, Design, and Technology
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 3319177273
ISBN-13 : 9783319177274
Rating : 4/5 (73 Downloads)

Synopsis Learning, Design, and Technology by : J. Michael Spector

Data Analytics Approaches in Educational Games and Gamification Systems

Data Analytics Approaches in Educational Games and Gamification Systems
Author :
Publisher : Springer Nature
Total Pages : 262
Release :
ISBN-10 : 9789813293359
ISBN-13 : 9813293357
Rating : 4/5 (59 Downloads)

Synopsis Data Analytics Approaches in Educational Games and Gamification Systems by : Ahmed Tlili

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.