What Players Want: Information Needs of Players on Post-GameVisualizations

Honorable Mention
Interactive Data VisualizationGame UX & Player BehaviorGame Developers & DesignersEsports Players & Live StreamersEsports Athletes

Title of the Paper

"What Do Players Need: Information Needs in Post-Game Visualizations"

Paper Information

  • Subject Area: Game Data Visualization and User Research
  • Keywords: Games, Players, Game Visualization, Information Needs, Skill Improvement, Post-Game Data Analysis, Competitive Games, User Experience, Training Visualization, Data-Driven Analysis

Research Background and Problem

  • What problems or challenges did the authors identify?

    • With the rise of competitive online games and esports, players need to reflect on and improve their performance by reviewing game data and visualizations.
    • Despite the growing attention to in-game data visualization, there is very limited design research addressing the core needs of players.
    • Current game data visualizations are primarily designed for developers, neglecting players as a critical user group.
  • Why is this problem important?

    • Without a deep understanding of user needs, player-focused visualization designs may fail to effectively support skill improvement and game comprehension.
    • Systematic understanding of player needs can optimize user experience, enhance skill development, and aid in the design of better in-game user interfaces and developer analysis tools.
  • Research Motivation and Related Work

    • This study aims to fill this research gap by exploring players' information needs in post-game data visualizations and the goals behind these needs, providing guidance for future designs.
    • It focuses on three popular types of competitive games: Real-Time Strategy (RTS), Multiplayer Online Battle Arena (MOBA), and Battle Royale (BR).

Solution

  • What methods or solutions did the authors propose?

    • A mixed-methods approach combining semi-structured interviews and online surveys.
    • The study explores:
      • Players' goals for using post-game visualizations (e.g., learning, reflection).
      • Key information relied upon for decision-making.
      • Content that should be included in post-game visualizations.
  • What is innovative about this solution?

    • Combines qualitative and quantitative methods, using interviews to deeply explore player needs and surveys to quantify the prevalence and importance of these needs.
    • Conducts detailed comparisons across different game types, revealing differences in information needs among players of various genres.
    • Proposes high-level design principles and guidelines for future visualization designs.
  • What are the implementation steps and key techniques used?

    1. Semi-Structured Interviews (N = 16):
      • Recruited players with varying levels of experience.
      • Analyzed interview content to identify themes and high-level needs.
    2. Online Survey (N = 264):
      • Conducted a questionnaire survey with a larger sample of players.
      • Used Likert scales to evaluate the importance of themes derived from interviews.
      • Applied non-parametric tests (e.g., Kruskal-Wallis analysis) to statistically examine data across different game types.

Research Findings

  • What specific findings were achieved?

    1. Player Goals (Why players use visualizations):
      • Learning and skill improvement are primary goals, including learning from other players' performances, understanding personal mistakes, and grasping game dynamics.
      • Enhancing efficiency, particularly in resource allocation and movement path selection.
      • Predicting and countering opponents' actions to reduce predictability.
    2. Key Information Needs:
      • Positional and movement information is the most critical across all genres.
      • Significant differences in needs by game type, e.g., RTS players prioritize resource and building information, while MOBA players focus on character levels and equipment.
    3. Visualization Content:
      • High-level concepts (e.g., map control, combat influence) are valued more than simple statistics (e.g., kill counts, scores).
      • Players of different game genres have varying preferences for the granularity of visualization data.
    4. Data Credibility:
      • Players' concern for data credibility highlights the need for system designs to ensure data accuracy and interpretability.
  • What advantages does this solution have compared to existing ones?

    • Directly addresses players, providing a comprehensive list of cross-genre information needs as practical references for visualization design.
    • Emphasizes the integration of low-level data with high-level analysis to better serve players' learning objectives.
  • What were the experimental or evaluation results?

    • Significant differences were observed in the goals and information needs of players across the three game genres for post-game visualizations.
    • Users expressed strong agreement on the importance of visualizing "high-level concepts," emphasizing the value of abstracted and summarized data.
  • Limitations and Future Directions

    • Limitations:
      • The study only covers a limited range of game genres, excluding other popular types such as first-person shooters.
      • Assumes that the needs of players from the three game genres are representative of all competitive game players, which may not be entirely accurate.
    • Future Directions:
      • Extend research to include more game genres and user groups (e.g., spectators, analysts).
      • Further investigate the specific motivations behind user preferences and develop new visualization tools tailored for skill improvement.
      • Design and evaluate visualization tools that support long-term learning, conducting longitudinal experimental studies.

Output Format Improvements and Optimization

  • The findings of this paper provide detailed theoretical and practical guidelines for post-game visualization design, particularly for researchers and developers designing training tools.
  • Future research should build on this work, integrating human-computer interaction studies and visualization best practices to further enhance player experience and learning outcomes.

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https://hci.top/en/papers/chi/47678/2021

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DOI: https://doi.org/10.1145/3411764.3445174
At a Glance

Paper Snapshot

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Source
CHI
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Year
2021
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Award
Honorable Mention
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Authors
4 authors
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Subtopics
Interactive Data Visualization, Game UX & Player Behavior
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Professions
Game Developers & Designers, Esports Players & Live Streamers, Esports Athletes
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Content Status
Full text indexed
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Related Papers
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