D 2021

What Players Want: Information Needs of Players on Post-Game Visualizations

WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT a Simone KRIGLSTEIN

Základní 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

Štítky

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.