skip to main content
10.1145/2677758.2677763acmotherconferencesArticle/Chapter ViewAbstractPublication PagesieConference Proceedingsconference-collections
research-article

Towards Quantifying Player's Involvement in 3D Games Based-on Player Types

Published: 02 December 2014 Publication History

Abstract

With the varied use of games, the need to measure player's involvement has become prominent. Several studies aimed to quantify users' involvement. However, none of these studies presented a robust framework to measure the player's involvement in games nor considered player types as a factor. In this paper, a framework to quantify automatically the players' involvement in games is presented. This framework consists of three levels and each level includes criteria to evaluate three aspects of 3D games: (1) application level, (2) usage level, and (3) content level. Additionally, the framework's criteria considers player types proposed by Bartle. To validate the results of the framework, player involvement was estimated manually on a case-by-case basis by three experienced evaluators. The manual estimation was then compared with the automatically generated-quantified result produced by the framework. The comparison revealed a significant match.

References

[1]
Bartle, R., 1996. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research 1, 1, available online at http://mud.co.uk/richard/hcds.htm, accessed July 1, 2014.
[2]
Bellinson, J., 2013. Games Children Play: Board Games in Psychodynamic Psychotherapy. Child and Adolescent Psychiatric Clinics of North America 22, 2, 283--293. DOI= http://dx.doi.org/http://dx.doi.org/10.1016/j.chc.2012.12.003.
[3]
Burney, T. and Lock, P., 2007. Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment. In Entertainment Computing -- ICEC 2007, L. MA, M. RAUTERBERG and R. NAKATSU Eds. Springer Berlin Heidelberg, 22--27. DOI= http://dx.doi.org/10.1007/978-3-540-74873-1_4.
[4]
Callaghan, M., McShane, N., and Gomez Eguiluz, A., 2014. Using game analytics to measure student engagement/retention for engineering education. In 2014 11th International Conference on Remote Engineering and Virtual Instrumentation (REV), 297--302. DOI= http://dx.doi.org/10.1109/REV.2014.6784174.
[5]
Desurvire, H., Caplan, M., and Toth, J.A., 2004. Using heuristics to evaluate the playability of games. In Proceedings of the CHI '04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria, 2004), ACM, 986102, 1509--1512. DOI= http://dx.doi.org/10.1145/985921.986102.
[6]
Dinda, P.A., Memik, G., Dick, R.P., Lin, B., Mallik, A., Gupta, A., and Rossoff, S., 2007. The user in experimental computer systems research. In Proceedings of the Proceedings of the 2007 workshop on Experimental computer science (San Diego, California, 2007), ACM, 1281710, 10. DOI= http://dx.doi.org/10.1145/1281700.1281710.
[7]
Draper, J.V., Kaber, D.B., and Usher, J.M., 1998. Telepresence. Human Factors 40, 354--375.
[8]
Gaggioli, A., Bassi, M., and Fave, A.D., 2003. Quality of Experience in Virtual Environments. In Concepts, Effects and Measurements of User Presence in Synthetic Environments, G. RIVA, F. DAVIDE and W.A. IJSSELSTEIJN Eds. Ios Press, Amsterdam, The Netherlands.
[9]
Ghergulescu, I. and Muntean, C., 2012. Measurement and Analysis of Learner's Motivation in Game-Based E-Learning. In Assessment in Game-Based Learning, D. IFENTHALER, D. ESERYEL and X. GE Eds. Springer New York, 355--378. DOI= http://dx.doi.org/10.1007/978-1-4614-3546-4_18.
[10]
Hamam, A., Saddik, A.E., and Alja'am, J., 2014. A Quality of Experience Model for Haptic Virtual Environments. ACM Trans. Multimedia Comput. Commun. Appl. 10, 3, 1--23. DOI= http://dx.doi.org/10.1145/2540991.
[11]
Hanna, N. and Richards, D., 2014. Evaluation Framework for 3D Collaborative Virtual Environments (THE CORE). In Proceedings of the The 18th Pacific Asia Conference on Information Systems (PACIS '14) (Chengdu, China, 24-28 June 2014), 328--338.
[12]
Hanna, N., Richards, D., and Jacobson, M.J., 2012. Automatic Acquisition of User Models of Interaction to Evaluate the Usability of Virtual Environments. In Proceedings of the Knowledge Management and Acquisition for Intelligent Systems - 12th Pacific Rim Knowledge Acquisition Workshop (PKAW '12) (5-6 September 2012), Lecture Notes in Computer Science 43--57. DOI= http://dx.doi.org/10.1007/978-3-642-32541-0_4.
[13]
Jia, D., Bhatti, A., Mawson, C., and Nahavandi, S., 2009. User-Centered Evaluation of a Virtual Environment Training System: Utility of User Perception Measures. In Virtual and Mixed Reality, R. SHUMAKER Ed. Springer Berlin Heidelberg, 196--205. DOI= http://dx.doi.org/10.1007/978-3-642-02771-0_23.
[14]
Kort, Y.A.W.D. and Ijsselsteijn, W.A., 2008. People, places, and play: player experience in a socio-spatial context. Comput. Entertain. 6, 2, 1--11. DOI= http://dx.doi.org/10.1145/1371216.1371221.
[15]
Law, E., Roto, V., Vermeeren, A.P.O.S., Kort, J., and Hassenzahl, M., 2008. Towards a Shared Definition of User Experience. In SIG session @CHI, 2395--2398.
[16]
Mazza, R. and Milani, C., 2005. Exploring Usage Analysis in Learning Systems: Gaining Insights from Visualisations. In AIED 2005 Workshop on Usage Analysis in Learning Systems, 65--72.
[17]
Mikovec, Z., Maly, I., Slavik, P., and Curin, J., 2007. Visualization of Users' Activities in a Specific Environment. In the 2007 Winter Simulation Conference, S.G. HENDERSON, B. BILLER, M.-H. HSIEH, J. SHORTLE, J.D. TEW and R. R. BARTON Eds., 738--746. DOI= http://dx.doi.org/10.1109/wsc.2007.4419668.
[18]
Moreno, R., 2006. Does the Modality Principle Hold for Different Media? A Test of the Method-Affects-Learning Hypothesis. Journal of Computer Assisted Learning 22, 149--158.
[19]
Nash, E.B., Edwards, G.W., Thompson, J.A., and Barfield, W., 2000. A Review of Presence and Performance in Virtual Environments. International Journal of Human-Computer Interaction 12, 1, 1--41.
[20]
Niforatos, E., Karapanos, E., Alves, R., Martins, M.C.C., Chen, M., and Nunes, N., 2013. Enwildering the Lab: Merging Field Evaluation with in-lab Experience Sampling. In Proceedings of the CHI '13 Extended Abstracts on Human Factors in Computing Systems (Paris, France, 2013), ACM, 2468412, 313--318. DOI= http://dx.doi.org/10.1145/2468356.2468412.
[21]
Orozco, M. and El-Saddik, A., 2005. Recognizing and Quantifying Human Movement Patterns through Haptic-based Applications. In Proceedings of the 2005 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems (VECIMS '05), 5. DOI= http://dx.doi.org/10.1109/VECIMS.2005.1567578.
[22]
Quax, P., Monsieurs, P., Lamotte, W., Vleeschauwer, D.D., and Degrande, N., 2004. Objective and Subjective Evaluation of the Influence of Small Amounts of Delay and Jitter On a Recent First Person Shooter Game. In 3rd ACM SIGCOMM workshop on Network and system support for games ACM, NewYork, NY, USA, 152--156.
[23]
Raybourn, E.M., 2014. A New Paradigm for Serious Games: Transmedia Learning for More Effective Training and Education. Journal of Computational Science 5, 3, 471--481. DOI= http://dx.doi.org/http://dx.doi.org/10.1016/j.jocs.2013.08.005.
[24]
Retalis, S., Papasalouros, A., Psaromiligkos, Y., Siscos, S., and Kargidis, T., 2006. Towards Networked Learning Analytics -- A Concept and a Tool. In the 5th International Conference on Networked Learning Lancaster University, Lancaster, UK.
[25]
Richards, D., Jacobson, M.J., Porte, J., Taylor, C., Taylor, M., Newstead, A., Kelaiah, I., and Hanna, N., 2012. Evaluating the Models and Behaviour of 3d Intelligent Virtual Animals in a Predator-Prey Relationship. In Proceedings of the the 11th International Conference on Autonomous Agents and Multiagent Systems (AAMAS'12)-Volume 1 (Valencia, Spain, June 4-8 2012), Richland, SC, 79--86.
[26]
Rodríguez-Cerezo, D., Sarasa-Cabezuelo, A., Gómez-Albarrán, M., and Sierra, J.-L., 2014. Serious games in tertiary education: A case study concerning the comprehension of basic concepts in computer language implementation courses. Computers in Human Behavior 31, 0, 558--570. DOI= http://dx.doi.org/http://dx.doi.org/10.1016/j.chb.2013.06.009.
[27]
Schild, J., LaViola, J., and Masuch, M., 2012. Understanding User Experience in Stereoscopic 3D Games. In Proceedings of the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Austin, Texas, USA, 2012), ACM, 2207690, 89--98. DOI= http://dx.doi.org/10.1145/2207676.2207690.
[28]
Schmidt, M. and Laffey, J., 2012. Visualizing Behavioral Data from a 3D Virtual Learning Environment: A Preliminary Study. In 45th Hawaii International Conference on System Science (HICSS), 3387--3394. DOI= http://dx.doi.org/10.1109/HICSS.2012.639.
[29]
Schuurman, D., De Moor, K., De Marez, L., and Van Looy, J., 2008. Fanboys, Competers, Escapists and Time-Killers: A Typology based on Gamers' Motivations for Playing Video Games. In the 3rd international conference on Digital Interactive Media in Entertainment and Arts (DIMEA '08) ACM, New York, NY, USA, 46--50.
[30]
Silva, A. and Frère, A., 2011. Virtual environment to quantify the influence of colour stimuli on the performance of tasks requiring attention. BioMedical Engineering OnLine 10, 1, 1--14. DOI= http://dx.doi.org/10.1186/1475-925X-10-74.
[31]
Singh, H.L., Gračanin, D., and Matković, K., 2012. An Approach to Tuning Distributed Virtual Environment Performance by Modifying Terrain. In Proceedings of the Proceedings of the International Working Conference on Advanced Visual Interfaces (Capri Island, Italy, 2012), ACM, 2254671, 628--631. DOI= http://dx.doi.org/10.1 145/2254556.2254671.
[32]
Stanney, K.M., 2002. Handbook of Virtual Environments Design, Implementation, and Applications. Lawrence Erlbaum Associates, London
[33]
Sykes, J. and Brown, S., 2003. Affective Gaming: Measuring Emotion through the Gamepad. In Proceedings of the CHI '03 Extended Abstracts on Human Factors in Computing Systems (Ft. Lauderdale, Florida, USA, 2003), ACM, 765957, 732--733. DOI= http://dx.doi.org/10.1145/765891.765957.
[34]
Tan, C. and Johnston, A., 2011. Towards a Nondisruptive, Practical, and Objective Automated Playtesting Process. In the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, California, 25--28.
[35]
Tan, C.T., Rosser, D., Bakkes, S., and Pisan, Y., 2012. A Feasibility Study in Using Facial Expressions Analysis to Evaluate Player Experiences. In Proceedings of the Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (Auckland, New Zealand, 2012), ACM, 2336732, 1--10. DOI= http://dx.doi.org/10.1145/2336727.2336732.
[36]
von Zitzewitz, J., Boesch, P., Wolf, P., and Riener, R., 2013. Quantifying the Human Likeness of a Humanoid Robot. International Journal of Social Robotics 5, 2, 263--276. DOI= http://dx.doi.org/10.1007/s12369-012-0177-4.
[37]
Watson, B., Walker, N., Ribarsky, W., and Spaulding, V., 1998. Effects of Variations in System Responsiveness on User Performance in Virtual Environments. Human Factors 40, 3, 403--414.
[38]
Wattanasoontorn, V., Boada, I., García, R., and Sbert, M., 2013. Serious Games for Health. Entertainment Computing 4, 4, 231--247. DOI= http://dx.doi.org/http://dx.doi.org/10.1016/j.entcom.2013.09.002.
[39]
Wei, C. and Huffaker, D., 2012. Understanding the Meta-Experience of Casual Games. In ACM Conference on Human Factors in Computing Systems (CHI '12). Workshop on Games User Research, Austin, TX, USA.
[40]
Westerdahl, B., Suneson, K., Wernemyr, C., Roupé, M., Johansson, M., and Martin Allwood, C., 2006. Users' evaluation of a virtual reality architectural model compared with the experience of the completed building. Automation in Construction 15, 2, 150--165. DOI= http://dx.doi.org/http://dx.doi.org/10.1016/j.autcon.2005.02.010.
[41]
Xiangyu, W. and Dunston, P.S., 2006. Usability Evaluation of a Mixed Reality Collaborative Tool for Design Review. In International Conference on Computer Graphics, Imaging and Visualisation, 448--451. DOI= http://dx.doi.org/10.1109/cgiv.2006.87.
[42]
Yee, N., 2006. Motivations for Play in Online Games. CyberPsychology & Behavior 9, 6, 772--775.
[43]
Zhang, Y., Yu, X., Dang, Y., and Chen, H., 2010. An Integrated Framework for Avatar Data Collection from the Virtual World. Intelligent Systems, IEEE 25, 6, 17--23. DOI= http://dx.doi.org/10.1109/mis.2010.138.

Cited By

View all
  • (2018)Towards Realtime Adaptation: Uncovering User Models from Experimental DataKnowledge Management and Acquisition for Intelligent Systems10.1007/978-3-319-97289-3_4(46-60)Online publication date: 27-Jul-2018
  • (2017)Aiding learning efficiency in virtual worlds2017 23rd International Conference on Virtual System & Multimedia (VSMM)10.1109/VSMM.2017.8346286(1-8)Online publication date: Oct-2017

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
IE2014: Proceedings of the 2014 Conference on Interactive Entertainment
December 2014
259 pages
ISBN:9781450327909
DOI:10.1145/2677758
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

In-Cooperation

  • The University of Newcastle, Australia

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 December 2014

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Framework
  2. Game
  3. Objective Measurement
  4. Player Types
  5. Player's Involvement
  6. Quantification

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

IE2014
IE2014: Interactive Entertainment 2014
December 2 - 3, 2014
NSW, Newcastle, Australia

Acceptance Rates

IE2014 Paper Acceptance Rate 27 of 42 submissions, 64%;
Overall Acceptance Rate 64 of 148 submissions, 43%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)2
  • Downloads (Last 6 weeks)0
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2018)Towards Realtime Adaptation: Uncovering User Models from Experimental DataKnowledge Management and Acquisition for Intelligent Systems10.1007/978-3-319-97289-3_4(46-60)Online publication date: 27-Jul-2018
  • (2017)Aiding learning efficiency in virtual worlds2017 23rd International Conference on Virtual System & Multimedia (VSMM)10.1109/VSMM.2017.8346286(1-8)Online publication date: Oct-2017

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media