Game Data Mining
  • chinese-gamers-behavior

    Chinese Gamers: in-game behaviour of players from China

    During the last few years, the Chinese market has become a massive opportunity for game developers. There are 550 million active smartphones and tablets in the country, and every one of them has an average of 5 games installed. The key questions to answer, therefore, are about the players: How do Chinese players compare to […]

  • ng14header

    The Game Analytics Playbook at Nordic Game 2014

    Not only did we go the Nordic Game Conference, but Allison Bilas presented a “playbook” with detailed instructions and examples on how to analyse the health of a game, what data to be focusing on to get insights and direction, and a framework by which everyone can be involved in the analysis process. Here’s her take on NG14, and a glimpse into her presentation.

  • TRUnderworld

    Playstyle and Progression

    In this post Anders Drachen introduces some of the main challenges of finding patterns in how games are played and in how play styles change across levels. He also showcases some new research results which were obtained through a thorough analysis of Tomb Raider: Underworld.

  • Tighten Games

    Building tight games with game metrics (Part 3)

    This is the third and last part of adding analytical insights to Daniel Cook’s blog post on “Building tight game systems of cause and effect”. If you missed the two first parts, you can access them through this link Part 1 and this other one Part 2 respectively.

  • Tighten Games

    Building tight games with game metrics (Part 2)

    Two weeks ago we started “metricifying” Daniel Cook’s, Chief Creative Officer at SpryFox, blog post on “Building tight game systems of cause and effect”. This week we begin part two of this game-analytical journey.

  • Tighten Games

    Building tight games with game metrics (Part 1)

    In July 2012 Daniel Cook, Chief Creative Officer at SpryFox, published a blog post about making games easy to understand and play, which he called “Building tight game systems of cause and effect”. Here are a number of game metrics ideas and suggestions inspired by the techniques described in that post.

  • dataMining

    Practical issues in game data mining

    Apart from the purely methodological concerns that gains the most attention on this blog, there are a range of important issues to consider when planning to or performing collection of game telemetry and mining of this type of data. For example, confidentiality of user data and effective pre-processing approaches are among the most important. Here we take a brief look at some of them.

  • options

    Third Party Analytics: what are the options?

    Outside the companies that actually develop computer games and other forms of interactive entertainment, a rapidly increasing number of third-parties have emerged in the past few years to provide analytics-related services to companies. Here we provide a brief overview of the types of providers available and the pros/cons of their services.

  • mmo

    Metrics in online games: a historical perspective

    Online games are of particular interest in game data mining because their underlying business model is highly dependent on understanding player behavior, and currently one of the major forces driving the use of and innovation in data mining in game development. In this post, we take a brief look at the historical background behind the current situation and discuss a few business perspectives.