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We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within(More)
Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem in this area is to characterize how player engagement in a(More)
This paper presents the results of an explorative study on predicting aspects of playing behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised learning algorithms are trained on a large-scale set of in-game player behavior data, to predict when a player will stop playing the TRU game and, if the player completes the game,(More)
An important aspect of the production of digital games is user-oriented testing. A central problem facing practitioners is however the increasing complexity of user-game interaction in modern games, which places challenges on the evaluation of interaction using traditional user-oriented approaches. Gameplay metrics are instrumentation data which detail user(More)
Frustration, in small, calibrated doses, can be integral to an enjoyable game experience, but it is a very delicate balance: just a slightly excessive amount of frustration could compel players to terminate prematurely the experience. Another factor with high relevance when analyzing player frustration is the difference in personality between players: some(More)
Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media(More)
User-behaviour analysis has only recently been adapted to the context of the virtual world domain and remains limited in its application. Behaviour analysis is based on instrumentation data, automated, detailed, quantitative information about user behaviour within the virtual environment (VE) of digital games. A key advantage of the method in comparison(More)
In recent years certain trends from User-Centered design have been seeping into the practice of designing computer games. The balance of power between game designers and players is being renegotiated in order to find a more active role for players and provide them with control in shaping the experiences that games are meant to evoke. A growing player agency(More)