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Forecasting Online Game
Addictiveness
NetGames 2012
Jing-Kae Lou National Taiwan University
Kuan-Ta Chen Academia Sinica
Hwai-Jung Hsu Academia Sinica
Chin-Laung Lei National Taiwan University
World of Warcraft by Blizzard
World of Warcraft by Blizzard
4.5 years and $63M USD for development before
release on 2004*
*http://digitalbattle.com/2006/06/15/world-of-warcraft-cost-63-million/
**http://online.wsj.com/article/SB10001424052748703467304575383443343071562.html?mod=googlenews_wsj
> $37M USD for upkeep and expansions during
2004 to 2010**
Online Game Industry is Competitive
$1M to $200M USD
dev cost per game*
> 200 game titles
each year**
*http://www.gamesetwatch.com/2007/04/mmo_production_costs_how_low_c.php
*http://www.gamespot.com/news/star-wars-the-old-republic-cost-200-million-to-develop-6348959
**http://www.gamespot.com/
The Terrifying Truth
Most of them survived
only 4--9 months.
http://www.slideshare.net/TomSente/casualconnect2012-honeytracks-game-lifecycle-kpis
Usually long before a game’s investment could ever be paid off…
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 6
The Question
Is a game’s lifetime
predictable?
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 7
In other words …
Is a game’s addictiveness
predictable?
addictiveness [noun]:
the ability to retain players active in the
game for a long time.
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 8
The Significance
STOP developing hopeless games
SUGGEST better design decisions during
development
CHOOSE better games to publish (for game
publishers)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 9
State-of-the-Practice
Intuition of game designers
Feedbacks from focus groups
Psychologically inspired methods
E.g., the think aloud method
Subjective and thus
tends to be biased
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 10
Our rationale
- Being entertained
- Having various emotions arisen, e.g.,
joy, excitement, tension
Why a player addicts to
an online game?
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 11
Our Approach
Prediction
Model
Lab emotion
studies
Lab emotion
studies
An unpublished
game X
Performance
on market
Performance
on market
An unpublished
game X
Published games
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 12
GROUNDTRUTH DATASET
DESCRIPTION
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 13
Our Collaborator
Gamania, the no. 1 game company in Taiwan
Gamania released player session information
(every player’s login and logout events) of 11 games to us
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 14
Overview of Games
4 ACT
2 FPS
5 RPG
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 15
Account Activity Records (AAR)
AAR Format
Dataset Overview
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 16
QUANTIFYING GAME
ADDICTIVENESS
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 17
Attempt #1: Subscription period
Subscription period
The time span (in days) of a player’s first and last game
sessions.
Issues
The actual time players spent in game is not considered.
INTUITION
A game is more addictive if its gamers tend
to play it as much as they can.
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 18
Attempt #2: Ratio of Presence
Ratio of presence (RoP)
The total number of days that the gamer entering the game
at least once during the subscription period.
E.g., Entering the game on 20 days with 100 subscription
period  RoP = 20/100 = 0.2
Issues
Bias toward games with short subscription periods
E.g., average 4 online days over 5 subscribed days = RoP 0.8
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 19
Subscription period and RoP
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 20
RoP(OP)
RoP with a certain observation period
RoP curve
The curve formed by RoPs over a range of OP
RoP Generalization
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 21
The RoP curve of FPS2
RoP curves follow a power-law
relationship with OP.
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 22
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 23
Defining Addictiveness Index
β
The decline rate of RoP over time
genre-independent
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 24
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 25
MEASURING PLAYER EMOTION
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 26
Corugattor supercilli muscle groups
FrowningNegative EmotionNegative Emotion
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 27
Zygomaticus major muscle groups
Smiling
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 28
Facial EMG approach
1. Continuous emotion measures (can be at a rate of 1000
Hz or even higher)
2. Does not disturb game play
3. Objective since the emotional indicators are directly
measured rather than told by subjects
(EMG: Electromyography)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 29
Facical EMG Measurement Setup
Corrugator Supercilii
muscle
Negative emotions
Zygomaticus Major
muscle
Positive emotions
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 30
Measurement Devices
PowerLab 16/30
Electrodes
Wires
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 31
Measuring Facial EMG during
game play
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 32
Experiment Design
84 subjects are asked to play the 11 games
A subject must be new to the games he played
Each game session lasts >= 45 minutes continuously
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 33
Quantifying the Measurement
EMG samples are taken at 1,000 Hz, so a 45-minute
trace comprises
45 × 60 × 1, 000 = 2, 700, 000 samples
The average absolute differences between adjacent
samples is taken as the representative index
Given a time series of electrical potential samples P = {p1, p2, …, pn}
CS: corugattor supercilii muscles  negative emotion
ZM: zygomaticus major muscles  positive emotion
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 34
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 35
FORECASTING GAME
ADDICTIVENESS
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 36
Emotion vs. Addictiveness
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 37
Modeling Game Addictiveness
ES: the emotional strength
ES = CS + ZM
The combined emotional strength arisen
β = ω0 + ω1∙CS + ω2∙ZM + ω3∙CS:ZM + ω4∙CS:ES
+ω5∙ZM:ES Adj. R2
= 0.94
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 38
Leave-One-Out Validation
Pearson cor: 0.86
Kendal cor: 0.78
Avg. error rate: 11%
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 39
Applications of the model
Early evaluation of game design
Market value assessment before publishing
1. Optimize the odds of successful investments
2. Target more accurately the provision of better
entertaining experience.
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 40
Ongoing Work & Future Plan
More sophisticated modelings and more validations
Game addictiveness may change over a game’s lifetime
Develop models that can explain WHY a game’s
lifetime is longer than another?
Due to particular game designs?
Due to commercial promotions or others?
Thank You!
Kuan-Ta Chen
Academia Sinica
http://www.iis.sinica.edu.tw/~swc

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Forecasting Online Game Addictiveness

  • 1. Forecasting Online Game Addictiveness NetGames 2012 Jing-Kae Lou National Taiwan University Kuan-Ta Chen Academia Sinica Hwai-Jung Hsu Academia Sinica Chin-Laung Lei National Taiwan University
  • 2. World of Warcraft by Blizzard
  • 3. World of Warcraft by Blizzard 4.5 years and $63M USD for development before release on 2004* *http://digitalbattle.com/2006/06/15/world-of-warcraft-cost-63-million/ **http://online.wsj.com/article/SB10001424052748703467304575383443343071562.html?mod=googlenews_wsj > $37M USD for upkeep and expansions during 2004 to 2010**
  • 4. Online Game Industry is Competitive $1M to $200M USD dev cost per game* > 200 game titles each year** *http://www.gamesetwatch.com/2007/04/mmo_production_costs_how_low_c.php *http://www.gamespot.com/news/star-wars-the-old-republic-cost-200-million-to-develop-6348959 **http://www.gamespot.com/
  • 5. The Terrifying Truth Most of them survived only 4--9 months. http://www.slideshare.net/TomSente/casualconnect2012-honeytracks-game-lifecycle-kpis Usually long before a game’s investment could ever be paid off…
  • 6. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 6 The Question Is a game’s lifetime predictable?
  • 7. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 7 In other words … Is a game’s addictiveness predictable? addictiveness [noun]: the ability to retain players active in the game for a long time.
  • 8. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 8 The Significance STOP developing hopeless games SUGGEST better design decisions during development CHOOSE better games to publish (for game publishers)
  • 9. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 9 State-of-the-Practice Intuition of game designers Feedbacks from focus groups Psychologically inspired methods E.g., the think aloud method Subjective and thus tends to be biased
  • 10. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 10 Our rationale - Being entertained - Having various emotions arisen, e.g., joy, excitement, tension Why a player addicts to an online game?
  • 11. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 11 Our Approach Prediction Model Lab emotion studies Lab emotion studies An unpublished game X Performance on market Performance on market An unpublished game X Published games
  • 12. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 12 GROUNDTRUTH DATASET DESCRIPTION
  • 13. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 13 Our Collaborator Gamania, the no. 1 game company in Taiwan Gamania released player session information (every player’s login and logout events) of 11 games to us
  • 14. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 14 Overview of Games 4 ACT 2 FPS 5 RPG
  • 15. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 15 Account Activity Records (AAR) AAR Format Dataset Overview
  • 16. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 16 QUANTIFYING GAME ADDICTIVENESS
  • 17. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 17 Attempt #1: Subscription period Subscription period The time span (in days) of a player’s first and last game sessions. Issues The actual time players spent in game is not considered. INTUITION A game is more addictive if its gamers tend to play it as much as they can.
  • 18. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 18 Attempt #2: Ratio of Presence Ratio of presence (RoP) The total number of days that the gamer entering the game at least once during the subscription period. E.g., Entering the game on 20 days with 100 subscription period  RoP = 20/100 = 0.2 Issues Bias toward games with short subscription periods E.g., average 4 online days over 5 subscribed days = RoP 0.8
  • 19. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 19 Subscription period and RoP
  • 20. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 20 RoP(OP) RoP with a certain observation period RoP curve The curve formed by RoPs over a range of OP RoP Generalization
  • 21. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 21 The RoP curve of FPS2 RoP curves follow a power-law relationship with OP.
  • 22. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 22
  • 23. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 23 Defining Addictiveness Index β The decline rate of RoP over time genre-independent
  • 24. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 24
  • 25. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 25 MEASURING PLAYER EMOTION
  • 26. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 26 Corugattor supercilli muscle groups FrowningNegative EmotionNegative Emotion
  • 27. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 27 Zygomaticus major muscle groups Smiling
  • 28. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 28 Facial EMG approach 1. Continuous emotion measures (can be at a rate of 1000 Hz or even higher) 2. Does not disturb game play 3. Objective since the emotional indicators are directly measured rather than told by subjects (EMG: Electromyography)
  • 29. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 29 Facical EMG Measurement Setup Corrugator Supercilii muscle Negative emotions Zygomaticus Major muscle Positive emotions
  • 30. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 30 Measurement Devices PowerLab 16/30 Electrodes Wires
  • 31. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 31 Measuring Facial EMG during game play
  • 32. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 32 Experiment Design 84 subjects are asked to play the 11 games A subject must be new to the games he played Each game session lasts >= 45 minutes continuously
  • 33. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 33 Quantifying the Measurement EMG samples are taken at 1,000 Hz, so a 45-minute trace comprises 45 × 60 × 1, 000 = 2, 700, 000 samples The average absolute differences between adjacent samples is taken as the representative index Given a time series of electrical potential samples P = {p1, p2, …, pn} CS: corugattor supercilii muscles  negative emotion ZM: zygomaticus major muscles  positive emotion
  • 34. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 34
  • 35. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 35 FORECASTING GAME ADDICTIVENESS
  • 36. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 36 Emotion vs. Addictiveness
  • 37. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 37 Modeling Game Addictiveness ES: the emotional strength ES = CS + ZM The combined emotional strength arisen β = ω0 + ω1∙CS + ω2∙ZM + ω3∙CS:ZM + ω4∙CS:ES +ω5∙ZM:ES Adj. R2 = 0.94
  • 38. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 38 Leave-One-Out Validation Pearson cor: 0.86 Kendal cor: 0.78 Avg. error rate: 11%
  • 39. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 39 Applications of the model Early evaluation of game design Market value assessment before publishing 1. Optimize the odds of successful investments 2. Target more accurately the provision of better entertaining experience.
  • 40. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 40 Ongoing Work & Future Plan More sophisticated modelings and more validations Game addictiveness may change over a game’s lifetime Develop models that can explain WHY a game’s lifetime is longer than another? Due to particular game designs? Due to commercial promotions or others?
  • 41. Thank You! Kuan-Ta Chen Academia Sinica http://www.iis.sinica.edu.tw/~swc