A Bottom-up Method for Developing a Trait-Based Model of Player Behavior. Kabakov, M. A., Canossa, A., Seif El-nasr, M., Badler, J. B., Colvin, R. C., Tignor, S., Chen, Z., & Asarsa, K. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, of CHI PLAY '14, pages 427–428, New York, NY, USA, 2014. Association for Computing Machinery. event-place: Toronto, Ontario, Canada
A Bottom-up Method for Developing a Trait-Based Model of Player Behavior [link]Paper  doi  abstract   bibtex   
Understanding player behavior through telemetry logs is an important yet unresolved problem. Interpreting the meaning of players' low-level behaviors over time is important due to its utility in (a) developing a more adaptive and personalized game experience, (b) uncovering game design issues, and (c) understanding the human cognitive processes in a gaming context, not to mention its use and application to learning, training, and health. In this paper, the authors describe a work in progress developing a quantified model of player behavior for interpreting telemetry data from a first-person roll-playing game (RPG). This kind of model constitutes a grammar that will allow us to make sense of low-level behavioral data to assess personality, decision-making, and other cognitive constructs through behavioral measures.
@inproceedings{kabakov_bottom-up_2014,
	address = {New York, NY, USA},
	series = {{CHI} {PLAY} '14},
	title = {A {Bottom}-up {Method} for {Developing} a {Trait}-{Based} {Model} of {Player} {Behavior}},
	isbn = {978-1-4503-3014-5},
	url = {https://doi.org/10.1145/2658537.2661320},
	doi = {10.1145/2658537.2661320},
	abstract = {Understanding player behavior through telemetry logs is an important yet unresolved problem. Interpreting the meaning of players' low-level behaviors over time is important due to its utility in (a) developing a more adaptive and personalized game experience, (b) uncovering game design issues, and (c) understanding the human cognitive processes in a gaming context, not to mention its use and application to learning, training, and health. In this paper, the authors describe a work in progress developing a quantified model of player behavior for interpreting telemetry data from a first-person roll-playing game (RPG). This kind of model constitutes a grammar that will allow us to make sense of low-level behavioral data to assess personality, decision-making, and other cognitive constructs through behavioral measures.},
	booktitle = {Proceedings of the {First} {ACM} {SIGCHI} {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},
	publisher = {Association for Computing Machinery},
	author = {Kabakov, Mikhail A. and Canossa, Alessandro and Seif El-nasr, Magy and Badler, Jeremy B. and Colvin, Randy C. and Tignor, Stefanie and Chen, Zhengxing and Asarsa, Kunal},
	year = {2014},
	note = {event-place: Toronto, Ontario, Canada},
	keywords = {behavior analysis and classification., game analytics, gameplay telemetry, player typology},
	pages = {427--428},
}

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