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Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division (1902.00040v2)

Published 31 Jan 2019 in cs.LG, cs.AI, cs.HC, and stat.ML

Abstract: Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players.

Citations (33)

Summary

  • The paper demonstrates that player motivation can be predicted solely from gameplay data using SVM-based preference learning, achieving up to 94% accuracy.
  • It leverages the Ubisoft Perceived Experience Questionnaire to quantify four SDT dimensions—competence, autonomy, relatedness, and presence—from over 400 players.
  • The study provides actionable insights for personalizing game design by linking detailed gameplay metrics with psychological motivation.

Modelling Player Motivation in Tom Clancy's The Division

The paper "Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division" presents a data-driven approach to infer player motivation from gameplay data using the popular open-world game, Tom Clancy's The Division. The paper is centered around two key questions: whether it is feasible to predict player motivation solely from gameplay data and, importantly, how to effectively model motivation. To address these challenges, the authors leverage the Ubisoft Perceived Experience Questionnaire (UPEQ) and apply sophisticated preference learning methods via support vector machines (SVMs).

Methodological Overview

The research utilizes a dataset collected from over 400 players, which includes detailed gameplay logs and self-reported motivation factors from the UPEQ. The questionnaire captures four distinct dimensions drawn from Self Determination Theory (SDT): competence, autonomy, relatedness, and presence. These constructs are frequently employed in game design to enhance user engagement by fulfilling players' psychological needs.

The gameplay data encompasses 30 high-level features comprising both quantitative metrics and qualitative play styles. These include general measures like playtime and mission completion rates, as well as player types such as Adventurer and Elite, derived from clustering techniques.

Modelling Approach

The authors apply preference learning, a type of supervised machine learning, to model player motivation as a function of their in-game behavior. They employ both linear and non-linear (radial basis function) SVMs to predict the four dimensions of motivation, transformed into ordinal data. This conversion reflects the ordinal nature of survey responses and allows for an exhaustive exploration of pairwise player comparisons.

Through rigorous 10-fold cross-validation and parameter tuning, the SVM models achieve remarkable predictive accuracies, particularly with the non-linear configurations. The models exhibit up to 94% prediction accuracy on unseen players across the SDT dimensions, affirming the strong correlation between quantified gameplay behaviors and self-reported psychological states.

Implications and Future Directions

The paper's findings have several significant implications. Firstly, the demonstrated ability to predict psychological constructs from gameplay data can revolutionize how game developers personalize and adjust the player experience in real-time. By accurately discerning player motivation, game design can be tailored to satisfy individual needs, enhancing both retention and engagement.

Moreover, the research underscores the practical utility of the UPEQ in measuring psychological states relevant to gaming contexts. The approach also highlights the robustness of preference learning in handling complex, subjective data, indicating potential transference to other domains involving user experience modeling.

Future work could explore enhancing this paper by collecting longitudinal data across multiple gameplay sessions. This would facilitate dynamic modeling of motivation changes over time and provide deeper insights into the interaction patterns which contribute to sustained engagement. Additionally, exploring other machine learning paradigms such as deep learning could yield further performance gains, particularly in processing the potential large-scale data inherent in increasingly popular online multiplayer games.

The paper adeptly bridges the gap between qualitative psychological assessments and quantitative player data analytics, demonstrating the feasibility of a computational approach to understanding player motivation in complex gaming environments.

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