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2018-05-09
Raimbault, Marcelo Spiezzi, Clark, Corey.  2017.  Session Based Behavioral Clustering in Open World Sandbox Game TUG. Proceedings of the 12th International Conference on the Foundations of Digital Games. :43:1–43:4.

Classifying users according to their behaviors is a complex problem due to the high-volume of data and the unclear association between distinct data points. Although over the past years behavioral researches has mainly focused on Massive Multiplayer Online Role Playing Games (MMORPG), such as World of Warcraft (WoW), which has predefined player classes, there has been little applied to Open World Sandbox Games (OWSG). Some OWSG do not have player classes or structured linear gameplay mechanics, as freedom is given to the player to freely wander and interact with the virtual world. This research focuses on identifying different play styles that exist within the non-structured gameplay sessions of OWSG. This paper uses the OWSG TUG as a case study and over a period of forty-five days, a database stored selected gameplay events happening on the research server. The study applied k-means clustering to this dataset and evaluated the resulting distinct behavioral profiles to classify player sessions on an open world sandbox game.