2021
What Players Want: Information Needs of Players on Post-Game Visualizations
WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT a Simone KRIGLSTEINZákladní údaje
Originální název
What Players Want: Information Needs of Players on Post-Game Visualizations
Autoři
WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT a Simone KRIGLSTEIN (40 Rakousko, domácí)
Vydání
New York, CHI Conference on Human Factors in Computing Systems (CHI '21), od s. 1-13, 13 s. 2021
Nakladatel
Association for Computing Machinery
Další údaje
Jazyk
angličtina
Typ výsledku
Stať ve sborníku
Obor
10201 Computer sciences, information science, bioinformatics
Stát vydavatele
Spojené státy
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
elektronická verze "online"
Kód RIV
RIV/00216224:14330/21:00121619
Organizační jednotka
Fakulta informatiky
ISBN
978-1-4503-8096-6
UT WoS
000758168002002
Klíčová slova anglicky
games; gameplay visualization; information needs; players
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 26. 4. 2022 09:59, RNDr. Pavel Šmerk, Ph.D.
Anotace
V originále
With the rise of competitive online gaming and esports, players’ ability to review, reflect upon, and improve their in-game performance has become important. Post-play visualizations are key for such improvements. Despite the increased interest in visualizations of gameplay, research specifically informing the design of player-centric visualizations is currently limited. As with all visualizations, their design should, however, be guided by a thorough understanding of the goals to be achieved and which information is important and why. This paper reports on a mixed-methods study exploring the information demands posed by players on post-play visualizations and the goals they pursue with such visualizations. We focused on three genres that enjoy great popularity within the competitive gaming scene. Our results provide useful guideposts on which data to focus on by offering an overview of the relevance of different in-game metrics across genres. Lastly, we outline high-level implications for the design of post-play visualizations.