WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT and Simone KRIGLSTEIN. What Players Want: Information Needs of Players on Post-Game Visualizations. In CHI Conference on Human Factors in Computing Systems (CHI '21). New York: Association for Computing Machinery. p. 1-13. ISBN 978-1-4503-8096-6. doi:10.1145/3411764.3445174. 2021.
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Basic information
Original name What Players Want: Information Needs of Players on Post-Game Visualizations
Authors WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT and Simone KRIGLSTEIN (40 Austria, belonging to the institution).
Edition New York, CHI Conference on Human Factors in Computing Systems (CHI '21), p. 1-13, 13 pp. 2021.
Publisher Association for Computing Machinery
Other information
Original language English
Type of outcome Proceedings paper
Field of Study 10201 Computer sciences, information science, bioinformatics
Country of publisher United States of America
Confidentiality degree is not subject to a state or trade secret
Publication form electronic version available online
RIV identification code RIV/00216224:14330/21:00121619
Organization unit Faculty of Informatics
ISBN 978-1-4503-8096-6
Doi http://dx.doi.org/10.1145/3411764.3445174
UT WoS 000758168002002
Keywords in English games; gameplay visualization; information needs; players
Tags core_A, firank_1
Tags International impact, Reviewed
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 26/4/2022 09:59.
Abstract
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.
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