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Social Player Analytics in a Facebook Health Game (HCI Korea)

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Slides from Lennart's HCI Korea presentation.

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Social Player Analytics in a Facebook Health Game (HCI Korea)

  1. 1. LENNART NACKE, MATTHIAS KLAUSER, AND PAUL PRESCOD UNIVERSITY OF ONTARIO INSTITUTE OF TECHNOLOGY AND AYOGO HEALTH INC. SOCIAL PLAYER ANALYTICS I N A FACEBOOK HEALTH GAME
  2. 2. ABOUT ME • Research in Human-Computer Interaction and Games • Psychophysiological Sensors • Gameplay Experience • Loves game design • twitter.com/acagamic • facebook.com/hcigames • youtube.com/hcigames • www.acagamic.com
  3. 3. MAIN RESEARCH QUESTION • How can we quantify socially-engaging gameplay behaviour based on player interactions?
  4. 4. OVERVIEW 1. The game 2. Motivation 3. Related Work 4. Data gathering and metrics 5. The study 6. Results 7. Takeaways
  5. 5. THE GAME: HEALTHSEEKER • HealthSeeker motivates better lifestyle choices for people living with diabetes • To improve both their nutritional and physical health habits
  6. 6. HEALTHSEEKER: ACTIONS/MISSIONS • Missions are based on healthy everyday actions • Goals, missions and simple action steps help players get started on the road to better health • Kudos: Players can show support to one another’s missions
  7. 7. MOTIVATION • Get access to a real Facebook health game • Analyse user behavior in social games • Which functions are important for users?
  8. 8. RELATED WORK • Drachen et al.’s work on game analytics • Kirman et al.’s and Wohn et al.’s work on social game analyses • Games for Health, for example, Grimes et al.’s work on the Order Up game
  9. 9. DATA GATHERING PROCESS • Worked together with health game company Ayogo to create and refine the data set • Filtering active players out of the data set • Focus on social analysis of the game HealthSeeker Database Restructured Dataset Filter Data Visualisation Social Network Statistical Analysis Iterations Creating new Variables
  10. 10. USER-CENTRED METRICS User Data Social Metrics … Success Metrics Actions Virality 1. Missions 2. Challenges 3. Wall posts 4. Kudos 5. Invitations 6. Friends 7. Actions
  11. 11. RESEARCH QUESTIONS • RQ1: Are players with more friends more successful, and do they show more engagement in the game than players with fewer friends? • RQ2: Do players who are socially active solve more missions in the Social Network Game?
  12. 12. RESULTS: FRIENDS • Active players solve more missions than players without friends (F (27,780) = 13.799; p < .001; η² = .283; ω = .456) • More friends, more missions completed (F (1, 775) = 152,043; p < 0.001; η² = .14; ω = .372)
  13. 13. RESULTS: ACTIVE SOCIAL ACTIONS • Sending kudos (F (27,780) = 13.799; p < .001; η2 = .283; ω = .456) • Sending challenges (F (1, 775) = 152,043; p < 0.001; η2 = .14; ω = .372)
  14. 14. TAKEAWAYS • A well-connected social network can improve a user’s success to solve healthy missions and therefore help to live healthier • Social interactions are important to motivate and encourage users to be more active/successful in the game • The kudos system in the game seems to work perfectly for engaging and motivating users to complete missions • Defining valid users or other user groups based on observed behaviour is a good way to group users
  15. 15. KEEP IN TOUCH • Email: lennart.nacke@acm.org • Twitter: twitter.com/acagamic • Facebook: facebook.com/hcigames

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