The figures from the poster Modeling Player-character Engagement in Single-player Character-Driven Games in ACE Netherlands (2013):
Author Archive for Petri Lankoski
Below is link to the data file and R code used to in the final models in “Models for Story Consistency and Interestingness in Single-Player RPGs” (in Mindtrek 2013) and “Modeling Player-character engagement in Single-player character-driven games” (in ACE 2013 Netherlands). The models q4 and q7 are used in the first paper and and the model q8 is used in the second paper.
In ACE 2013 Netherlands, pp. 572-575. Copyright Springer 2013. This is author’s version. The definitive version DOI: 10.1007/978-3-319-03161-3_56.
This pilot study looks at how the formal features of character-driven games can be used to explain player-character engagement. Questionnaire data (N=206), formal game features (in 11 games), and ordinal regression were used in the analysis. The results show that interactive dialogue and cut-scenes showing the romances between the player-character and another character relates to higher character engagement scores, while romance modeling and friendship modeling relate to lower character engagement scores.
Keywords: ordinal regression, player-character, engagement, identification
A free R book:
Today, the Internet Archive announces the Historical Software Archive, a collection of prominent and historically notable pieces of software, able to be run immediately in your browser. They range from pioneering applications to obscure forgotten utilities, and from peak-of-perfection designs to industry-crashing classics. (http://blog.archive.org/2013/10/25/microcomputer-software-lives-again-this-time-in-your-browser/)
And the direct link to the archive: https://archive.org/details/historicalsoftware
Note for myself. Check this:
Nakagawa, S. & Schielzeth, H., 2013, A general and simple method for obtaining R2 from generalized linear mixed-effects models. Methods in Ecology and Evolution, 4: 2, pp 133–142, DOI: 10.1111/j.2041-210x.2012.00261.x
R implementation is available: http://jslefche.wordpress.com/2013/03/13/r2-for-linear-mixed-effects-models/
Also MuMIn package contains implementation (http://cran.r-project.org/web/packages/MuMIn/index.html)
There are (again) great set of papers from The Philosophy of Computer Games 2013 conferences available on their website gamephilosophy2013.b.uib.no/papers-and-slides/.
Couple of staring points for reading (beyond Paul Ekman’s publications):
- Peleg et al, 2006, Hereditary family signature of facial expression. PNAS, 103: 43. DOI: 10.1073/pnas.0607551103
- Matsumoto & Willingham, 2009, Spontaneous facial expressions of emotion of congenitally and noncongenitally blind individuals. Journal of Personality and Social Psychology, 96: 1. DOIi: 10.1037/a0014037
Published in Academic MindTrek 2013
What are the elements that aect story interestingness or consistency in single-player videogames? The question is approached by comparing player evaluations (N=206) of 11 videogames against a set of features derived by formal (qualitative) analysis. Ordinal regression was used to analyze the collected data. The study posits that dialogue system, romance, moral choice, appearance customization, and support for dierent play styles relate to story evaluation. Females tend to judge game stories more favorably and those with doctoral degree less favorably than players with other education.
Categories and Subject Descriptors K.8.4 [Personal Computing]: General|Games
General Terms: Experimentation
Keywords: ordinal regression, games, storytelling, story consistency, story interestingness
My MindTrek 2013 presentation: http://www.slideshare.net/slideshow/embed_code/26820610
The presentation relates to my paper
- Lankoski, 2013. Models for story consistency and interestingness in single-player rpgs. MindTrek 2013. The authors version is available on my blog: /2013/10/03/models-for-story-consistency-and-interestingness-in-single-player-rpgs/