Using provenance and replay for qualitative analysis of gameplay sessions

There is an increasing interest to use game telemetry for analyzing gameplay sessions, with numerous techniques created to help game developers analyze different game aspects like game balancing and behavioral analysis. Among different gameplay session analysis techniques, the collection of provenan...

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Bibliographic Details
Published inEntertainment computing Vol. 52; p. 100778
Main Authors Thurler, Leonardo, Melo, Sidney, Murta, Leonardo, Kohwalter, Troy, Clua, Esteban
Format Journal Article
LanguageEnglish
Published Elsevier B.V 01.01.2025
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Summary:There is an increasing interest to use game telemetry for analyzing gameplay sessions, with numerous techniques created to help game developers analyze different game aspects like game balancing and behavioral analysis. Among different gameplay session analysis techniques, the collection of provenance data has stood out due to a crucial advantage of this approach: the possibility to identify cause–effect relationships between game events. In previous work, we presented our conceptual framework called Prov-Replay, which provides a replay synchronized with an interactive provenance graph visualization. We validate Prov-Replay by creating PinGU Replay, a tool that implements our conceptual framework and applied it in a commercial game. Due to the promising results, this paper extends our previous work by presenting a detailed overview about Prov-Replay implementation, introducing a new feature that provides an analysis dashboard, and applying our experiment methodology to a new commercial game. We also enhance the concept of analytics related to provenance through the replay pipeline. Finally, we made PinGU Replay available as open-source software. Our new experiment results reinforce that, when using our conceptual framework fundamentals, it is possible to improve the efficiency and effectiveness of qualitative analysis process. •Enhances the concept of analytics related to provenance through the replay pipeline.•Presents a detailed Prov-Replay architecture and implementation through PinGU Replay.•Evaluates results of experiments from two games and six game developers.•Findings of improvements in the efficiency and effectiveness of the analysis process.•Provides PinGU Replay as open-source at github with a sample project.
ISSN:1875-9521
1875-953X
DOI:10.1016/j.entcom.2024.100778