Part 8: Poster and Interactive SessionInternational audienceGame development project managers and product owners, such as directors, producers, and studio heads, rely on experience-based tacit knowledge to decide how much content to create for players. However, they could be operating on a misunderstanding of the way their players consume game content and how much game content is even desirable to players.This paper presents the initial findings of our efforts to mine video game achievement data to discover trends in game completion rates and correlations to factors outside of the length of the game itself. Through tagging a sample of game achievements that signal a player has “finished” the primary single-player content, we discover that, ...
In video games user-generated content (UGC) typically refers to the elements added to the game world...
Game designers and researchers agree that the main motivation for starting playing a game is challen...
This work-in-progress describes a three-month diary study, exploring how 25 players experienced the ...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
This chapter discusses the use of achievements within commercial video game design and development. ...
A taxonomy of achievement design features that exist currently in video game systems was created in ...
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a su...
A recent trend within computational intelligence and games research is to investigate how to affect ...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
The player experience (PX) of games can be inspected in various ways to help developers understand t...
Digital games have expanded globally throughout the leisure and entertainment market. The fast-growi...
Prior research has suggested that video game genre labels are an ineffective method of communicating...
Video games are experience-based products and user satisfaction is key for their popularity. To desi...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
The advantages of Life Time Value in comparison to Cost Per Istall were considered and the most sign...
In video games user-generated content (UGC) typically refers to the elements added to the game world...
Game designers and researchers agree that the main motivation for starting playing a game is challen...
This work-in-progress describes a three-month diary study, exploring how 25 players experienced the ...
Today videogame classification works to a set of guidelines initially designed for, and more conduci...
This chapter discusses the use of achievements within commercial video game design and development. ...
A taxonomy of achievement design features that exist currently in video game systems was created in ...
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a su...
A recent trend within computational intelligence and games research is to investigate how to affect ...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
The player experience (PX) of games can be inspected in various ways to help developers understand t...
Digital games have expanded globally throughout the leisure and entertainment market. The fast-growi...
Prior research has suggested that video game genre labels are an ineffective method of communicating...
Video games are experience-based products and user satisfaction is key for their popularity. To desi...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
The advantages of Life Time Value in comparison to Cost Per Istall were considered and the most sign...
In video games user-generated content (UGC) typically refers to the elements added to the game world...
Game designers and researchers agree that the main motivation for starting playing a game is challen...
This work-in-progress describes a three-month diary study, exploring how 25 players experienced the ...