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Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis

机译:基于视听分析的游戏性能细分的后处理游戏度量

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This paper introduces a new variant of gameplay metrics that further develops a set of processes that expand user-centered game testing practices capable of quantifying user experiences. The key goal of the method presented here is to widen the appeal and application of game metrics within research relevant to, and representative of the wider field of game studies. In doing so, we acknowledge that the interests of this research community is often focused on player experience and performance with a broad range of off-the-shelf games that have already been released to the public. In order to be able to include any PC game system within research (or audiovideo stream, e.g., YouTube walkthroughs) our approach comprises of a postprocessing method for analyzing player performance. Through exploiting the audiovisual streams that are transmitted to the player, this approach processes content activated and generated during play and is therefore representative of individual player's encounters with specific games.
机译:本文介绍了一种新的游戏玩法指标变量,它进一步开发了一系列流程,这些流程扩展了能够量化用户体验的以用户为中心的游戏测试实践。本文介绍的方法的主要目标是在与游戏研究相关的研究中扩大游戏度量的吸引力和应用,并代表更广泛的游戏研究领域。在这样做的过程中,我们认识到,这个研究社区的兴趣通常集中在玩家体验和性能上,并已经向公众发布了许多现成的游戏。为了能够将任何PC游戏系统包括在研究(或音频视频流,例如YouTube演练)中,我们的方法包括用于分析玩家表现的后处理方法。通过利用传输到玩家的视听流,此方法可以处理在游戏过程中激活和生成的内容,因此可以代表玩家在特定游戏中的遭遇。

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