Player Usability: 5 examples · Lifetime profiling focuses on many aspects of entire player...

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Transcript of Player Usability: 5 examples · Lifetime profiling focuses on many aspects of entire player...

Page 1: Player Usability: 5 examples · Lifetime profiling focuses on many aspects of entire player lifetime within/across games. Predicts multiple future touchpoints UX, engagement, challenges,
Page 2: Player Usability: 5 examples · Lifetime profiling focuses on many aspects of entire player lifetime within/across games. Predicts multiple future touchpoints UX, engagement, challenges,
Page 3: Player Usability: 5 examples · Lifetime profiling focuses on many aspects of entire player lifetime within/across games. Predicts multiple future touchpoints UX, engagement, challenges,

Education

Social

Health

Supply Chains

Finance

Retail

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12

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Vast, interconnected network

User Data Action

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Entity Type: 025

Blue Segment

35/450£

Entity Type: 015

Red Segment

42/420£

Entity Type: 015

Red Segment

48/230£

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UXUX drives everything in games: engagement, revenue, interaction time …

Must focus on the user as a person – with motivations, personality, needs …

- And the context of play

Always ask what players do or would do, and why

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Innovation in analytics, user research, design and business models

Ability to handle high-dimensional, volatile, volumous, high-frequency and longitudinal behavioral data

Collaboration between analytics, user research, strategy and design -> understanding how these feed into each other

Strengths such as behavioral profiling and prediction

This is knowledge that we can migrate to other sectors

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Behavioral profiling

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Why user profiles?

Allows considering users in a non-abstract, quantifiable way via finding patterns in data

Understanding about who the players are, how they are/will be playing and why

Fantastic boost for prediction, informing design, driving market strategies, linking psychology with behavior …

Useful during entire project lifecycle

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Iterative profiling

Cyclic process: Players change behavior

Player base composition changes across time

Design changes

Context & Ecosystem changes

-> game profiling is a dynamic, iterative and adaptive process.

We are never “finished” profiling our players

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The User Information Cycle in games

User Research

DesignAnalytics

Strategy

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Techniques

Production

Phase

ResourcesProduction

Scale

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Key profiling concepts

Development strategyTarget

QualityTheory and/or Data-driven?

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Bottom-up: explorative, finds un-predicted patterns Useful as soon as we have data

Usually feature intensive

Less reliable ROI

Avoids stereotyping and “common sense”-bias

Top-down: Testing validity of hypothesized profiles (correlations) Late production and post-launch for consistency testing profiles

i.e. do players still adhere to the profiles defined earlier?

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Profile targeting: individual vs. group profiling

Individual: Discovering characteristic of individual player

Based on data from one person

Can compare with profiles of other players

Group: Categorization of individiuals as a kind of individual (i.e. a type or group)

Commonly used – less precise but much more manageable

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Distribution = “fit” = quality of the profile on what it is applied to

100% distributive if all properties of profile applies fully to all in group “All bachelors are unmarried” “All dolphins are mammals” “In WoW, all Horde players are intelligent, wise and honourable”

Practice: algorithmic/model-generated group profiles are non-distributive The more detailed the profile, the less players it will apply to – cost/benefit

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2 types of profiles in analytics/user research: Protean and Player

Protean profiles: based on theoretical models + design intent Widely used for design Can be defined from day 1 ….. Must be kept updated to be useful: feeding in design changes and user

behavioral/testing data

Player profiles: based on data – any data

From: earliest user testing

Continually updated during production

Continually used during post-launch

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CtG profiling means adopting a sustainable viewpoint. In practice:

For the …. player profiles: Building/retaining profiles of players across

games/products

Considering a player from the first time we see the player in one of our games, until they leave our games entirely

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For the …. protean profiles

Building behavioral profiles describing how we want peopleto play the game, from the onset of a design phase

Updating and augmenting these during production

Validating them against actual player behavior/UX

Source: ExtraCredits

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Upside: Deep understanding of users in development

High-precision user modeling and behavior prediction

Recommendation on action to take when problems occur

Source: ExtraCredits

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Downside: Requires planning across design, data

collection, analytics, user testing: must all consider profiles as lasting across a project cycle

Requires continually building on our knowledge of the players: add information to the profiles, map changes/update responses

Source: ExtraCredits

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Snapshot

Currentbehavior

Dynamic

Historicalbehavior

Spatio-Temporal

Multi-dimensional

behavior

Predictive

Future behavior

Lifetime

All behavior

Psychological

Behavioral drivers

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Investigating patterns of behavior at the operational level -> understanding: The state of the players right now

How they are playing the game? What is their UX?

Useful for dimensionality reduction, feature engineering, exploration …

Useful for keeping a watch out on the community: unusual behaviors, general patterns, typical problems, extremal behavior etc.

Efficient for these purposes, but limited shelflife!

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Assassin AssaultAssault-Recon

DriverTarget

DummyVeteran Medic

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Each different playstyles, and different things that keep them in the game:

”Driver”: drives, flies, sails – all the time and favors maps with vehicles

”Assassin”: kills – afar or close – no vehicles! Always walks –favors small maps

”Target dummy”: unskilled novices – high dropout unlessthey quickly transfer to another cluster

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Snapshot profiles have a limited lifetime -> iteratively & continually renew profiles

24h/7d cycle typical

Provides the basis for historical analysis and predictive profiling

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Sankey flow diagrams

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Predicting churn, retention, conversion etc. -> a form of shallow profiling Who will leave and when?

Who will make a purchase and when?

Who will/can we migrate from game X to Y?

Etc.

Deep profiles can be input features in predictive models

Shallow profiles can be used to augment deep profiles (e.g. retention strategy profiling) Multi-step process: Prediction -> synthesizing profiles -> experimentation

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Prediction: focus on a specific point

Lifetime profiling focuses on many aspects of entire player lifetime within/across games.

Predicts multiple future touchpoints UX, engagement, challenges, obstacles to progression,

most engaging features …

Highly experimental – deep learning – requiresmasses of data across many games

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Using psychological models/interpretation to develop/augment profiles:

1. Inferring player psychology from behavioral observation (Bartle,Bateman)

2. Inferring player psychology from behavioral data (Spronck,Canossa)

3. Inferring player behavior from player psychology (e.g. motivation -> behavior) (Yee,Ducheneaut)

4. Combining behavioral and psychological data: psychographic profiling (Lankveld,Nacke,Williams)

5. Psychographic profiling feeding into recommendation & adaptation (Sifa, Bauckhage,Cowling,Yannakakis)

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Capturing the actual dimensions of the user experience in 3D games Temporal profiles can be similar, but spatial behavior different

Lots of inspiration in GIS, game AI, traffic, Architecture, Ecology …

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Panau map: Square Enix

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• Partition a match into encounters: spatio-temporal combat links• Each encounter type a profile, each match a string of encounters• Measure start/outcome of the encounters -> evaluate cyberathlete

performance

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Example

Encounter1. 3 vs 3

2. red pushes

3. 4th yellow

player

joins

4. 3 vs 4

5. red player

defeated

6. 2 vs 4

7. red tries to

escape

8. red player

defeated

one red

escapes

1 2 3 4

5 6 7 8

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1. Keep the focus on the users as people: needs, requirements, user experience, behavior, psychology … -> use this outside games

2. Result from deep feedback loop between analytics, user research, design and strategy

3. Need-driven: cost resources to build profiles, must be justified by a need

4. Verified by or driven by data (behavioral, attitudinal, model)

5. Dynamic and time-sensitive (timed for their purpose)

6. Easy to explain and to take action on by the relevant stakeholder

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1. Not an objective process Choices: algorithm, normalization, pre-processing, interpretation Potential for bias and bad decisions at all steps

2. Can integrate varied data sources - even theoretical models – but use care

3. Key challenge is (always…) feature selection

4. The lure of machine learning: descriptive stats and simple profiles: often fast & surprisingly useful

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1. Rapid evolution in game analytics - hand-in-hand with design, user research and busines strategy.

2. Focus on people, knowledge on designing for them, and analytical capacity, is directly applicable in other sectors.

3. Migrating this knowledge is a win-win for everyone: NEMOG

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“You cannot improve what you cannot measure”Lord Kelvin

Report: Behavioral Profiling in Games

Incl. reading list

+ Slides

on:

www.andersdrachen.com

Contact:

[email protected]