Uses and consequences of data visualization and analytic tools in online games

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2012-05

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This thesis examines the usage of and attitudes toward data visualization and analytic tools in three genres of online games. Using an online survey, this research analyzes responses from participants regarding their play habits and attitudes online. Several scales are generated identifying different player demographics such as emotional attitudes, competitive attitudes, technological attitudes, spectator involvement, and overall attitudes toward information customization. In addition, several genre specific scales are created for massive multiplayer online games (MMO), real time strategy (RTS) and first person shooting (FPS) games. This research concludes that competitive attitudes are moderately correlated with information customization and implementation of data visualization tools. Additionally, the relationship between the usage of data visualization tools are strongest with the MMO genre compared to the RTS or FPS genres. In addition, my research shows a strong preference between the responses for the usage of data visualization tools amongst those who report higher levels of spectator involvement with online games. Finally, my research concludes that there is a strong relationship between the amount of time players spend playing online games and the attitudes toward and usage of data visualization tools.

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