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Toward Visualization for Games

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Slides from T.J. Jankun-Kelly's IEEE VisWeek 2012 presentation on visualization for games. Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community
performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. We use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will
potentially have on the design and development of game and visualization technology in the future.

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Toward Visualization for Games

  1. 1. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008.nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009.http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. 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Blizzard, 2001.43–452. in multi-user virtual environments,” in id Software, 1993.ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,”/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He willator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” InternationalConference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdueual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game11.lization and Computer Graph-os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,”Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012.o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight indputer Game Research,structure of the information J. Mackinlay, “The vol. 11,design space,” in Proceedings of the IEEE Sympo- whatever game currently takes his fancy.,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp.ologie graphique: Les diagrammes - Les r´seaux - Lesace of game-y infographics,” erance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professorns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computersuck it! five Construction. ss, 1977.dings of the Game Developers Engineering at Purdue University in West engineering within of computer science andm, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris,Stacked graphs - geometryn Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies
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Nintendo, 2007. .7002 -er a sa atad yalpemag gnizylanA :sreissod reyalP“ ,reldeM .B ]74 alization tool for analyzing navigation in virtual environ- ,11 .lov ,hcraeseR emaG retupmoC fo lanruoJ lanoitanretnI ”,draw ments,” IEEE Transactions on Visualization and Computer Graph- .1102 .beF ,1 .on ics, vol. 12, no. 6, pp. 1475–1485, Nov./Dec. 2006. elbayalP“ ,namaaN .M dna ,eniawS-narviK .F ,soluopokaiD .N ]84[44] R. Thawonmas and K. Iizuka, “Visualization of online-game ”,scihpargofni y-emag fo ecaps ngised eht gniziretcarahC :atad players based on their action behaviors,” International Journal ni srotcaF namuH no ecnerefnoC MCA eht fo sgnideecorP ni Brian Bowmanseforp tseniora undergraduatesalkiN ros is a natsiss na si tsivqmlE .1102 ,smetsyS gnitupmoC of Computer Games Technology, 2008. student in Computer Engineering ato Purdue eht ni retupmoC dna lacirtcelE f loohcS rof saedi retteb evfi !ti kcus nac sdraobredaeL“ ,ttuchtroN .T ]94[45] R. Thawonmas, M. Kurashige, and K.-T. Chen, “Detection of University in West uniivytrip revinU eeuUSA. tHeI n,ieeteniafnE tseW Lafayette, IN, druSU aNg will ey g aL s P r srepoleveD emaG eht fo sgnideecorP ni ”,atad emag gnizilausiv landmarks for clustering of online-game players,” International a yls o e saw H .A , t .0102 ,ecnerefnoC be graduatingsifromniPurduetainreSpring r2012.odtsop , raP AIRNI hcraese larotc Journal of Virtual Reality, vol. 6, no. 3, pp. 11–16, 2007. yrtemoeg - shparg dekcatS“ ,grebnettaW .M dna noryB .L ]05 He is a member2ofnIEEE-HKN. devieprobablyecnarF 600 i .D.hP sih He cer eH . retupmoC dna noitazilausiV no snoitcasnarT EEEI ”,scitehtsea &[46] S. S. Joslin, R. A. Brown, and P. 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Northcutt, “Leaderboards can suck it! five better ideas for in the SchoolceofetElectricala and hComputer .ASU - sr ni eht ta t seil craeser siH Engineering atoitPurdue nUniversityna cfiiWest fo noit .n azilausiv oitamrofni d in tneics visualizing game data,” in Proceedings of the Game Developers Lafayette, IN,o USA. inU ehwas rf previously viacer eH SELPMAXE EMA Conference, 2010. f ytisrev He t mo DhP sih de e[50] L. Byron and M. Wattenberg, “Stacked graphs - geometry postdoctoral rebmem a si data INRIAi ,sivaD ,ainrofilaC researcher n 3002 n in Paris, .9891 ,dnubredørB .ytiCmiS ,erawtfoS sixaM ]65 France. He ,receivedteicoS retupmoCinht 2006 EEI fo oot ,eH .y his Ph.D. e dna E .0102 ,noisivitcA .spO kcalB :ytuD fo llaC ,hcrayerT ]75
  3. 3. Call of Duty: Black Ops—50k
  4. 4. Angry Birds—200,000 yrs of
  5. 5. Mass Effect3
  6. 6. Every game you play is a source of data
  7. 7. World of Warcraft2004
  8. 8. COD: Black Ops2010
  9. 9. SimCity1989
  10. 10. Framework of Vis inGames
  11. 11. Framework of Vis in Design Patterns inGames Games
  12. 12. Framework of Vis in Design Patterns inGames Games
  13. 13. The Vis in Games Framework
  14. 14. Primary PurposeTarget AudienceTemporal UsageVisual ComplexityImmersion/Integration
  15. 15. Primary PurposeTarget AudienceTemporal UsageVisual ComplexityImmersion/Integration
  16. 16. Temporal UsageContinuous SimCity 4
  17. 17. Temporal UsageIntermittent Civ 5
  18. 18. Temporal UsageRetrospective Halo: Player Kills Reach
  19. 19. Temporal UsageRetrospective Player Deaths Halo: Reach
  20. 20. Temporal UsageRetrospective Kills - Deaths Halo: Reach
  21. 21. Temporal UsageProspective XCOM: EU
  22. 22. Design Patterns for Vis in Gaming
  23. 23. Heads-Up Display Dragon Age 2Primary Purpose: Status Target Audience: Player Temporal Usage: ContinuouVisual Complexity: Basic Immersion/Integration: Immersive or Informative/
  24. 24. Heads-Up Display Doom 2Primary Purpose: Status Target Audience: Player Temporal Usage: ContinuouVisual Complexity: Basic Immersion/Integration: Immersive or Informative/
  25. 25. Heads-Up Display Angry BirdsPrimary Purpose: Status Target Audience: Player Temporal Usage: ContinuouVisual Complexity: Basic Immersion/Integration: Immersive or Informative/
  26. 26. Heads-Up DisplayMirrorsEdge Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
  27. 27. Data in TimePrimary Purpose: Train/Comm. Target Audience: Player/Observer TemporalUsage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  28. 28. Data in Time StarcraftPrimary Purpose: Train/Comm. Target Audience: Player/Observer TemporalUsage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  29. 29. Data in Time Starcraft Civilization 3Primary Purpose: Train/Comm. Target Audience: Player/Observer TemporalUsage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  30. 30. Data in Time StarcraftCOD:BlOps Civilization 3 Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  31. 31. Implications
  32. 32. Benefits for Gaming
  33. 33. Benefits for Gaming
  34. 34. Benefits for Gaming
  35. 35. Benefits for Gaming
  36. 36. Benefits for Vis Research
  37. 37. Benefits for Vis Research
  38. 38. Benefits for Vis Research
  39. 39. Benefits for Vis Research
  40. 40. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008.nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009.http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991. eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992. otball games,” http://www. Systems, 2008, pp. 443–452. [60] ——, Mass Effect 2. ——, Doom. Arts, 2010. [74] Electronic id Software, 1993. Toward Visualization for ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992. viz/, 2008. [61] 2010, Spore. Electronic Arts, 2008. metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994.wards gameplay analysis via [76] Blizzard, Warcraft: Orcs & Activision, 2003. logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011. of the International MindTrek [63] Visceral in [77] ——, StarCraft. Blizzard, 1998. the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010. [64] [78] ——, StarCraft II: Wings , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010. ot.com/. “Spore API: ac- [79] Steam. Valve Corporation, S2 ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001. ng,” http://nonoba.com/ [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010. [67] EA Canada, FIFA 10. EA Sports, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003. Spore [68] Treyarch, Call of Duty: World at EVE Activision, 2008. d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010.p://www.kontagent.com/. [69] computer [83] EA Tiburon, Madden NFL Games: B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992. ing action for J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. of user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996. solution Games, 2003, sys- [72] II: id Software, Quake. GT Interactive,G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011. Conference on Human Factors [73] id Software, [87] Bioware, Apogee Software, 1992. [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001.43–452. in multi-user virtual environments,” in id Software, 1993.ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,”/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He willator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” InternationalConference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdueual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game11.lization and Computer Graph-os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,”Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012.o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight indputer Game Research,structure of the information J. Mackinlay, “The vol. 11,design space,” in Proceedings of the IEEE Sympo- whatever game currently takes his fancy.,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp.ologie graphique: Les diagrammes - Les r´seaux - Lesace of game-y infographics,” erance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professorns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computersuck it! five Construction. ss, 1977.dings of the Game Developers Engineering at Purdue University in West engineering within of computer science andm, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris,Stacked graphs - geometryn Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies
  41. 41. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008.nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009.http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991. eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992. otball games,” http://www. Systems, 2008, pp. 443–452. [60] ——, Mass Effect 2. ——, Doom. Arts, 2010. [74] Electronic id Software, 1993. Toward Visualization for ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992. viz/, 2008. [61] 2010, Spore. Electronic Arts, 2008. metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994.wards gameplay analysis via [76] Blizzard, Warcraft: Orcs & Activision, 2003. logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011. of the International MindTrek [63] Visceral in [77] ——, StarCraft. Blizzard, 1998. the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010. [64] [78] ——, StarCraft II: Wings , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010. ot.com/. “Spore API: ac- [79] Steam. Valve Corporation, S2 ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001. ng,” http://nonoba.com/ [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010. [67] EA Canada, FIFA 10. EA Sports, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003. Spore [68] Treyarch, Call of Duty: World at EVE Activision, 2008. d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010.p://www.kontagent.com/. [69] computer [83] EA Tiburon, Madden NFL Games: B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992. ing action for J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. of user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996. solution Games, 2003, sys- [72] II: id Software, Quake. GT Interactive,G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011. Conference on Human Factors [73] id Software, [87] Bioware, Apogee Software, 1992. [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001.43–452. in multi-user virtual environments,” in id Software, 1993.ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,”/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He willator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” InternationalConference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdueual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game11.lization and Computer Graph-os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,”Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012.o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight indputer Game Research,structure of the information J. Mackinlay, “The vol. 11, whatever game currently takes his fancy.design space,” in Proceedings of the IEEE Sympo-,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp.ologie graphique: Les diagrammes - Les r´seaux - Les e Watched a (fun) talk!ace of game-y infographics,”rance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professorns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computersuck it! five Construction. ss, 1977.dings of the Game Developers Engineering at Purdue University in West engineering within of computer science andm, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris,Stacked graphs - geometryn Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies

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