Hardcore Gamer Profiling: Results from an Unsupervised Learning

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Hardcore Gamer Profiling: Results from an Unsupervised Learning Available online at www.sciencedirect.com Available onlineScienceDirect at www.sciencedirect.com Available online at www.sciencedirect.com Procedia Computer Science 00 (2018) 000–000 ScienceDirect ScienceDirect www.elsevier.com/locate/procedia Procedia Computer Science 126 (2018) 1289–1297 Procedia Computer Science 00 (2018) 000–000 www.elsevier.com/locate/procedia International Conference on Knowledge Based and Intelligent Information and Engineering Systems, KES2018, 3-5 September 2018, Belgrade, Serbia International Conference on Knowledge Based and Intelligent Information and Engineering Hardcore GamerSystems, Profiling: KES2018, 3 Results-5 September from 2018, a Belgrade,n unsupervised Serbia learning approach to playing behavior on the Steam platform Hardcore Gamer Profiling: Results from an unsupervised learning Florianapproach Baumann *to, Dominik playing Emmert, behavior Hermann on the Baumgartl, Steam Ricardo platform Buettner Aalen University, Germany Florian Baumann*, Dominik Emmert, Hermann Baumgartl, Ricardo Buettner Aalen University, Germany Abstract Based on a very large dataset of over 100 million Steam platform users we present the first comprehensive analysis of hardcore Abstractgamer profiles by over 700,000 hardcore players (users playing more than 20 hours per week) covering more than 3,300 games. Using an unsupervised machine learning approach we reveal the specific behavioral categories of hardcore players, i.e. First PersonBased on Shooter, a very largeTeam datasetFortress of 2over player, 100 millionAction gameSteam player, platform Dota users 2 player,we present Strategy the first and comprehensive action combiner, analysis Genre of- switchinghardcore player.gamer profilesSubsequ byently over we 700,000 derive hardcoreindividual players patterns (users of hardcore playing moregamers than in 20the hours categories per week) found, covering such as more strategy than- action3,300 games.games combinerUsing an orunsupervised game switching machine players. learning Our approachresults are we useful reveal for thecomputer specific science behavioral and informationcategories ofsystems hardcore scholars players, interested i.e. First in Personindividual Shooter, differen Teamces in Fortress user behavior 2 player, as well Action as practitionersgame player, interested Dota 2 player, in game Strategy-designing. and action combiner, Genre-switching player. Subsequently we derive individual patterns of hardcore gamers in the categories found, such as strategy-action games ©Keywords: 2018 The computer Authors. gaming Published behavior; by Elsevierhardcore Ltd.gamer; player profiling; k-means cluster analysis Thiscombiner is an oropen game access switching article players.under the Our CC results BY-NC-ND are useful license for ( https://creativecommons.org/licenses/by-nc-nd/4.0/computer science and information systems scholars) interested in Selectionindividual and differen peer-reviewces in user under behavior responsibility as well ofas KESpractitioners International. interested in game-designing. 1.Keywords: Introduction computer gaming behavior; hardcore gamer; player profiling; k-means cluster analysis Computer science and information systems scholars argue for the need to take individual differences into 1.account Introduction in order to increase our understanding of information systems user behavior [1-3]. One of the most interesting areas for retrieving unbiased and large amounts of data is the computer gaming sector [4]. Computer science and information systems scholars argue for the need to take individual differences into accountOnline in dorderistribution to increase networks our like understanding Valve’s Steam, of oneinformation of the largest systems gaming user networks behavior for [1 computer-3]. One gamesof the inmost the world,interesting provide areas a nfor effective retrieving opportunity unbiased andto analyze large amounts game behavior of data isin the an computerunbiased gamingway, because sector the[4]. Steam platform community records actual gaming behavior without distortion across a broad spectrum of different players and games.Online distribution networks like Valve’s Steam, one of the largest gaming networks for computer games in the world, provide an effective opportunity to analyze game behavior in an unbiased way, because the Steam platform communityWhile a recordssubstantial actual amount gaming of studiesbehavior analyzing without gamedistortion play ingacross behavior a broad exist spectrum these generally of different focus players on overall and games.playing behavior [9-16]. However, in-depth analyses of specific types of players have been largely neglected. Since the so-called “hardcore gamer” spends most of his/her lifetime and money in gaming [8, 9], it is valuable for computerWhile sciencea substantial and information amount of systemsstudies scholarsanalyzing to game understand playing a player’sbehavior intentions exist these and generally behavior. focus on overall playing * Cor behaviorresponding [9-16]. author. However, E-mail in address:-depth analyses [email protected] of specific types of players-aalen.de have been largely neglected. Since the so-called “hardcore gamer” spends most of his/her lifetime and money in gaming [8, 9], it is valuable for 1877computer-0509 ã science 2018 The and Authors. information Published systemsby Elsevier scholars to understand a player’s intentions and behavior. B.V. *Peer Cor-reviewresponding under responsibility author. E -ofmail KES address: International [email protected] -aalen.de 1877-05091877-0509 ã© 20182018 TheThe Authors. Authors. Published Published by Elsevierby Elsevier Ltd. ThisB.V. Peeris an-review open accessunder responsibilityarticle under of the KES CC International BY-NC-ND license (https://creativecommons.org/licenses/by-nc-nd/4.0/) Selection and peer-review under responsibility of KES International. 10.1016/j.procs.2018.08.078 10.1016/j.procs.2018.08.078 1877-0509 1290 Florian Baumann et al. / Procedia Computer Science 126 (2018) 1289–1297 2 Author name / Procedia Computer Science 00 (2018) 000–000 That is why our study focuses on the behavior of “hardcore gamers” in a lot more detail. This type of player is more dedicated to gaming in almost every way, for example due to their high level of involvement in games, quantified by time spent playing and the scale of their respective in-game achievements [5-7]. Hardcore gamers can be described as people who play as a lifestyle preference and invest substantial amounts of time and money on games [8, 9]. They constitute the pioneers of a particular game, despite being the smallest group of players among the total player-base, and they help to define the experience for their fellow players through their own actions and behavior [7]. By identifying and analyzing their playing patterns it is possible to see how games are perceived by these influential players [7]. Such information can help support improvements in game design and game development [4, 7]. It is also important for the game industry to know and better understand their most influential players in terms of marketing and sales-promotional activities. In this paper, we provide interesting results from an unsupervised learning approach to the analysis of the playing behavior of over 700,000 hardcore players, covering more than 3,300 games. Our analysis is based on a very large dataset, collected by O’Neil et al. [10]. The dataset was originally used to analyze the gaming behavior of over 100 million Steam users in general, and offers numerous possibilities for follow-up research [10]. For this reason, in our study we focus on a subset of players with the highest playtime in the dataset. In order to fit into the subset, Steam players classified as “hardcore gamers” where selected. According to Poels et al. [17] “hardcore gamers” play 19 hours per week on average. O’Neil et al. [10] also demonstrated that the 95th percentile of gamers has a total playtime of 1,233.9 hours, while the 99th percentile has 2,660.1 hours of total playtime. Based on these results, players with a minimum total playtime of 2,000 hours and a minimum two-week playtime of 40 hours across all games were selected as “hardcore gamers”. This subset represents the active Steam community and is characterized by the large amount of time the players spend playing computer games. Our results identify six behavioral subtypes of hardcore gamers as well as the games and genres they play. In the next section we examine related work in the field and outline our methodology, before presenting results in-depth and a discussion of them. We then conclude by highlighting limitations and future work. 2. Research Background While scholars are becoming more and more interested in hedonic information systems, the focus on computer games as a serious field of research was established within the last two decades. As a result there are comprehensive general overviews of gaming behavior [4, 16, 18, 19] and a lot of studies on individual games and their related communities [11, 13]. The authors of these studies limit their findings since data were regularly biased due to the single game focus. Authors of studies analyzing gaming behavior using questionnaires limit their findings due to self-selection and social desirability biases. For these reasons scholars acknowledge the desirability of capturing unbiased actual behavior data of a broad range of players using gaming platform data. Since the Steam platform (store.steampowered.com)
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