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Automating Content Analysis of Video Games

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Automating Content Analysis of Video Games T. Bullen and M. Katchabaw Department of Computer Science The University of Western Ontario N. Dyer-Witheford – PowerPoint PPT presentation

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Title: Automating Content Analysis of Video Games


1
Automating Content Analysis of Video Games
  • T. Bullen and M. KatchabawDepartment of Computer
    ScienceThe University of Western Ontario
  • N. Dyer-WithefordFaculty of Information and
    Media StudiesThe University of Western Ontario

2
Outline
  • Introduction
  • Automating Content Analysis
  • Prototype Implementation
  • Experiences and Discussion
  • Concluding Remarks

3
Introduction
  • Content analyses of video games involve coding,
    enumerating, and statistically analyzing various
    elements and characteristics of games
  • This includes violence, offensive language,
    sexual content, gender and racial inclusiveness,
    and so on
  • While content analysis has its limitations, it is
    invaluable in providing a quantitative
    assessment of games to go with more qualitative
    analyses
  • It can be an important tool to many people
    dealing with various aspects of games and the
    games industry

4
Introduction
  • Problems arise, however, when one tries to apply
    traditional content analysis processes, for
    example from film or television, to games
  • Processes are manual and are consequently time
    consuming and labour-intensive
  • This tends to result in significantly reduced
    play times or limiting analyses to only a very
    few games
  • Traditional analyses also tend not to consider
    interactivity and non-linearity that occurs in
    games
  • The rapid rate at which games are released and
    the industry evolves makes keeping up difficult

5
Introduction
  • In the end, with the limited time and resources
    often available, it is exceedingly difficult to
    perform thorough content analyses on even
    areasonable portion of games
  • To address these problems, our current work
    examines automating the process of content
    analysis for video games
  • Through automation, it is hoped that time and
    resources can be used more efficiently
    andeffectively to permit more thorough studies

6
Automating Content Analysis
  • To automate content analysis, we take advantage
    of the fact that, unlike other forms of media,
    video games are software executing onsome kind
    of computing device
  • This can permit two forms of automation
  • Partial automation software executing along
    side the game monitors game execution and
    collects and reports the data normally collected
    manually
  • Full automation further software elements take
    the role of the player and generate gameplay
    experiences without the need for a human player

7
Automating Content AnalysisInstrumentation
8
Prototype Implementation
  • As a proof of concept, we have used our
    instrumentation framework to instrument Epics
    Unreal Engine to enable automated content
    analyses of Unreal-based games
  • Unreal is a popular engine amongst professional
    and amateur developers, providing numerous
    possible games for content analysis experiments
  • Instrumentation was implemented using the
    UnrealScript language
  • Source level access to the engine was not
    available

9
Prototype Implementation
10
Prototype Implementation
  • Sensors have been developed to collect a wide
    variety of data useful for content analyses
  • Death of characters, weapon use by characters,
    use of offensive language, gender and racial
    diversity in characters, and a variety of other
    game statistics
  • Data can be reported throughout a game or only as
    summaries at the end of games
  • Sensors can be configured at run-time to tailor
    the data collected to the needs of the content
    analyses being conducted

11
Experiences and Discussion
  • To validate our prototype implementation, we
    conducted several content analysis experiments on
    Unreal Tournament 2004
  • This game is one of the flagship titles drivenby
    the Unreal Engine
  • It is a fairly popular First Person Shooter that
    has numerous gameplay options
  • Several different game types and rule sets
  • Individual and team-based games
  • Single player, multiplayer, and spectator modes

12
Experiences and DiscussionDeathmatch Game
  • ------------Level Info------------
  • Level Name Rrajigar
  • Game Type DeathMatch
  • Total Players 14
  • AI Players 13
  • Human Players 1
  • Spectators 0
  • Male Players 13
  • Female Players 1
  • Level Loaded 02645
  • Game Finished 03029
  • Gameplay Elapsed (Seconds) 240.88
  • AI Dialog 28
  • Human Dialog 27
  • ----------------------------------
  • ----------All Player Stats--------
  • Total Deaths 47
  • Total Suicides 1
  • Total Kills 46
  • Total Male Deaths 35
  • Total Deaths Caused By Females 6
  • Total Deaths Caused By Males 41
  • ----------------------------------
  • --------Local Player Stats--------
  • Player Deaths 1
  • Player Suicides 0
  • Player Killed 1
  • Deaths Caused By Player 25
  • Player Killed By AI 1
  • Player Killed By Human 0
  • Player Killed By Male 1
  • Player Killed By Female 0
  • AI Deaths Caused By Player 25
  • Human Deaths Caused By Player 0
  • Female Deaths Caused By Player 7
  • Male Deaths Caused By Player 18
  • Deaths Witnessed By Player 29
  • ----------------------------------

13
Experiences and DiscussionOnslaught Game
  • ------------Level Info------------
  • Level Name Arctic Stronghold
  • Game Type Onslaught
  • Total Players 12
  • AI Players 11
  • Human Players 1
  • Spectators 0
  • Male Players 9
  • Female Players 3
  • Level Loaded 231643
  • Game Finished 23323
  • Gameplay Elapsed (Seconds) 964.18
  • AI Dialog 216
  • Human Dialog 31
  • ----------------------------------
  • ----------All Player Stats--------
  • Total Deaths 142
  • Total Suicides 5
  • Total Kills 137
  • Total Male Deaths 116
  • Total Deaths Caused By Females 8
  • Total Deaths Caused By Males 134
  • ----------------------------------
  • --------Local Player Stats--------
  • Player Deaths 4
  • Player Killed 4
  • Deaths Caused By Player 23
  • Player Killed By AI 4
  • Player Killed By Human 0
  • Player Killed By Male 4
  • Player Killed By Female 0
  • AI Deaths Caused By Player 23
  • Human Deaths Caused By Player 0
  • Female Deaths Caused By Player 9
  • Male Deaths Caused By Player 14
  • Deaths Witnessed By Player 43
  • ----------------------------------
  • ------------Team Info-------------

14
Experiences and Discussion
  • Quality of data
  • Data collected through automation matched manual
    results, and in some cases was better
  • Quantity of data
  • We found that we could collect massive amounts of
    data with no visible impact on gameplay, even
    when data was reported throughout a game
  • Partial versus fully automated analyses
  • We found that results could be very different
  • Which is ultimately better?

15
Concluding Remarks
  • Content analysis plays several important roles to
    the video games industry, but is unfortunately an
    arduous task to complete in a thorough fashion
  • Our current work addresses this issue by
    providing an automated approach to content
    analysis based on software instrumentation
  • Initial experimentation with a prototype
    implementation of this approach demonstrates its
    usefulness and shows great promise

16
Concluding Remarks
  • Directions for future work include the following
  • Conduct further experimentation and more detailed
    content analyses of Unreal Tournament 2004, and
    combine qualitative analyses with our results
  • Expand experimentation to other Unreal-based
    games
  • Investigate instrumentation of other popular game
    engines and conduct further analyses this way
  • Create sensors for measuring other content
    metrics
  • Further explore the issue of partial versus fully
    automated content analyses
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