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Next Generation Testing: Biometric Analysis of Player Experience Lennart Nacke

Next Generation Testing: Biometric Analysis of Player Experience

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Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.

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Next Generation Testing:

Biometric Analysis of Player Experience

Lennart Nacke

About Me

Blekinge Institute of Technology

PhD Candidate

Digital Game Development Degree

EU FUGA (“Fun of Gaming”) project

Fun & player experience research

Biometrics consulting

Numbers vs. Interviews?

Quantitative vs. Qualitative?

Quantitative AND Qualitative!

Outline

1. Traditional playtesting

2. Next-gen playtesting

a. Now with more biometrics!

3. Takeaway

Iterative feedback loop

Game Design

Playtesting

Traditional Playtesting

Traditional Playtesting

Quality assurance

Technical quality

Design quality

Bug reports

Balancing

Qualitative approaches

Classic playtest

Focus groups

Think-aloud

Technical quality checks

Make sure game functions correctly

Bug reports depend on skill of tester

Sometimes automatic testing

Balancing gameplay parameters

Really more a design check

Trial and error

Time-consuming

Classic Playtest

Watch someone play the game

Check against design intentions

Are game rules obeyed?

Are game goals reached in proper way?

Do testers report this as being “fun”?

Followed by questioning (Q&A)

Iterate design based on feedback

Focus groups

Modification of classic playtests

Target audience clusters

Group sessions

In-depth interviews after session

Think-aloud protocol

Add-on for classic playtests

Player comments playing aloud

Recorded with microphones

Spontaneous and unfiltered

Insights into player reasoning

Benefits of traditional

playtesting

Get a good idea of how players like

your game

Answer design questions

Watch what triggers behavior

Collect many subjective details

Uncover hidden gameplay problems

Interviews allow to investigate fine

distinctions of gameplay

Limitations of traditional

playtesting

Hard to generalize

Lots of bias

Observation/Memory

Testers

Questions

Subjective interpretation of behavior

Problems with accuracy

Why QA uses traditional

playtesting…

Works great for finding major issues

Interaction

Gameplay

Content

Interface

Uncover nuances in interviews

Insights into players’ minds

Answers to “WHY?” & “HOW?”

Direct game design feedback

Why QA should think about

adding next-gen testing…

Much bias in qualitative techniques

Rooted in

Analysis

Recording

Scientifically questionable

Objectivity

Reliability

Replicability

Empirical power

Next-Gen Playtesting

Next-gen playtesting

Gameplay metrics

Event-related/triggered

Continuous logging

Spatial

Psychometric surveys

Physiological player measurement

BIOMETRICS!

Gameplay metrics

Provide empricial insights into player

behavior

Usually event-based

Player deaths for example

Spatial data allow level design

analysis

Heatmaps

Construction of Personas

Example of Game Metrics

Example of game metrics data (see also Tychsen & Canossa

2008)

Gameplay metrics

PRO

Objective data

Quantifiable

Identify trends

Measure play

behavior

Events allow

correlation with

biometrics

CON

Implementation

for specific

engine

Missing fine

granularity

Need statistics

experts

Painstaking

analysis

Psychometric surveys

Standard psychological profiles

What motivates your players?

Standard tools from psychology

Psychotypes

Meyers-Briggs Type Indicator

EPQ-R Psychoticism

BIS/BAS Behavior

etc.

Categorize your players

Psychometric surveys

PRO

Categorize

players

Correlate with

personas

Validated

method

Quantifiable

Reliable

CON

Scoring can be

tricky

Need statistical

knowledge

Only fully

valuable in

conjunction

with other

measures

Measurement tools

Facial Electromyography (EMG)

Emotion, Blinking

Galvanic Skin Response (GSR)

Excitement, Arousal, Engagement

Electroencephalogram (EEG)

Brainwaves, Cognition, Emotion, Attention

Eye Tracking

Visual attention, Blinking, Cognition

Accelerometers

Position and pressure sensors, etc.

EMG

Measuring facial muscle activation

Correlates to emotions

Russel’s circumplex model of emotion

Valence = Positive or Negative

Arousal = High or Low

Brow muscle = bad mood

Smile and Eye muscle = good mood

Objective results: Valence responses

0 5 10 15

Boredom Level

Immersion Level

Flow Level

Facial EMG response cumulative means for each level

Smile (µV) Brow (µV) Eye (µV)

Cumulative tests for different game level types (see also

Nacke, Lindley, 2008).

Correlation of Physiological Data to Events

Physiological data is recorded together with real-time game

events, allowing for automatic data clustering and analysis

GSR

Electrodermal activity

Eccrine sweat gland production

Two electrodes (conductance)

Correlates to arousal

Easy deployment and measurement

Signal can be noisy

Allows emotion mapping together

with EMG in circumplex model

Objective results: Arousal responses

0.86 0.88 0.9 0.92 0.94

Boredom Level

Immersion Level

Flow Level

Galvanic Skin Response Cumulative Means for each level

More excitement peaks for one level (see also Nacke, Lindley,

2008).

Russel’s circumplex model of emotion

The two dimensions of this model can also be mapped to EMG

and GSR measurement (see also Lang 1995).

Aroused

Not aroused

Un

ple

asan

t

Ple

asan

t

Surprise

Happy

Neutral

Fear

Anger

Sleepiness

CalmnessDisgust

Sad

EEG

Electrodes placed on scalp (from 20 to 256)

Measures electric potentials

Brainwaves are described in frequency bands

Delta (trance, sleep)

Theta (emotions, sensations)

Alpha (calm, mental work)

Low beta (focus, relaxed)

Mid beta (thinking, alert)

High beta (alert, agitated)

Gamma, seldom (information processing)

Game experiment Setup

EEG and EMG electrodes are being attached. The Biosemi

electrode cap consists of 32 electrodes in the areas: frontal

(F), parietal (P), temporal (T), occipital (O), central (C).

EEG Frequencies and Spectrum

EEG Analysis is difficult. After artifact scoring, values have to

be transformed for spectral analysis.

Eye Tracking

Measures what eyes look at

Saccades (fast movement)

Gaze path

Fixations (dwell times)

Attention focus

Pupil dilation/blink rate

Attention precedes gaze (200ms)

Used mainly to improve interface

Lack of 3D analysis tools

Experimental playing session

Experimental gaming session with all logging equipment in

place.

Example of 3D Eye Tracking Visualization

Viewed game world objects can be displayed together with

their gazepaths in 3D (see also Stellmach, 2009)

Physiological measures

PRO

Objective

Covert &

continuous

recording

Quantifiable

Reliable

Replicable

Empirical power

Automatization

CON

Expensive

Intrusive

Difficult to

analyze

Time-

consuming

Key biometric advantages

Data is objective

Not dependent on memory/language

Continuous measurement

During event processing

Information on player responses

Emotional

Attentional/Cognitive

Biofeedback applications

Use fuzzy models

IEEE SIG: game.itu.dk/PSM

Player satisfaction modeling

Cognitive models

Affective models

Optimal challenge

Trigger game events with

biofeedback (e.g. Emotiv)

Popular approaches

GSR, heart-rate and respiration

The Takeaway

Takeaway

1. Metrical testing is emerging

Now is the best time to jump on!

2. Your company needs user research

Ultimately your players know best!

3. Biometrics enhance classic testing

Qualitative supports quantitative data

4. Understand existing and emerging

testing methods

Keep in touch with experts

References

Lang, P.J. The emotion probe. Studies of motivation and attention.

American Psychologist, 50. 372-385.

R.L. Mandryk (2008). Physiological Measures for Game

Evaluation. in Game Usability: Advice from the Experts for

Advancing the Player Experience. (K. Isbister and N. Shaffer,

Eds.), Morgan Kaufmann.

Nacke, L. and Lindley, C.A., Flow and Immersion in First-Person

Shooters: Measuring the player’s gameplay experience. In

Proceedings of the 2008 Conference on Future Play: Research, Play, Share, (Toronto, Canada, 2008), ACM, 81-88.

Tychsen, A. and Canossa, A., Defining personas in games using

metrics. In 2008 Conference on Future Play: Research, Play, Share, (Toronto, Ontario, Canada, 2008), ACM, 73-80.

Russell, J.A. A Circumplex Model of Affect. Journal of Personality and Social Psychology, 39 (6). 1161-1178.

Stellmach (2009). Visual Analysis of Eye Gaze Data in Virtual

Environments. Master’s Thesis.

Icons from smashingmagazine.com

More at Future Play!

Tomorrow, 1pm, Room 206

PANEL: Game Metrics and Biometrics:

The Future of Player Experience

Research

Featuring Mike Ambinder, Regan

Mandryk, Alessandro Canossa, Tad

Stach, and me

Contact Me

[email protected]

gamescience.bth.se

www.acagamic.com

Connect at www.linkedin.com/in/nacke

Blekinge Institute of Technology

Box 214

SE-374 24 Karlshamn

Sweden