title: Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.

authors: Marczak, Raphaël

subjects: Player experience

abstract: Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play.

In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced.

Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources.

This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games.

text: Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience. Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play.

In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced.

Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources.

This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games.

year: 2014

title: An expression for land surface water storage monitoring using a two-formation geological weighing lysimeter

authors: Bardsley, W. Earl

subjects: weighing lysimeter

abstract: Field studies have demonstrated that ground surface rainfall accumulation can be detected at depth by synchronous increases in static confined groundwater pore pressures. This opens the way for “geological weighing lysimeters” providing disturbance-free water storage monitoring of the surface environment, in effect by weighing a significant land area in real time. Such systems require specific hydrogeological conditions, which are not easily verified by field observations and replicated observations from multiple geological formations are a prerequisite for quality control. Given replication over two monitored formations, we introduce an expression which utilises the respective formation piezometric water levels to give an improved combined estimate of the ground surface water budget. The expression utilises raw piezometric levels and has the advantage of direct correction for Earth tide noise, which may sometimes be influenced by local effects in addition to the pure solar/lunar tidal potential. The expression is particularly simple, if the two formations have similar (but possibly unknown) undrained Poisson ratios and porosities. Surface water budgets can then be estimated using only the respective formation barometric coefficients and piezometric levels. An example application to two vertically separated confined aquifers at a New Zealand site indicate an improved accuracy over single-formation observations. The two-formation expression for surface storage could find use as an accurate water budget tool with particular application to monitoring diffuse hydrological systems such as wetlands, arid regions, and heavily forested localities.

text: An expression for land surface water storage monitoring using a two-formation geological weighing lysimeter Field studies have demonstrated that ground surface rainfall accumulation can be detected at depth by synchronous increases in static confined groundwater pore pressures. This opens the way for “geological weighing lysimeters” providing disturbance-free water storage monitoring of the surface environment, in effect by weighing a significant land area in real time. Such systems require specific hydrogeological conditions, which are not easily verified by field observations and replicated observations from multiple geological formations are a prerequisite for quality control. Given replication over two monitored formations, we introduce an expression which utilises the respective formation piezometric water levels to give an improved combined estimate of the ground surface water budget. The expression utilises raw piezometric levels and has the advantage of direct correction for Earth tide noise, which may sometimes be influenced by local effects in addition to the pure solar/lunar tidal potential. The expression is particularly simple, if the two formations have similar (but possibly unknown) undrained Poisson ratios and porosities. Surface water budgets can then be estimated using only the respective formation barometric coefficients and piezometric levels. An example application to two vertically separated confined aquifers at a New Zealand site indicate an improved accuracy over single-formation observations. The two-formation expression for surface storage could find use as an accurate water budget tool with particular application to monitoring diffuse hydrological systems such as wetlands, arid regions, and heavily forested localities.

year: 2007

title: Research note: Empirical analysis of ethnic pay gaps in New Zealand

authors: Cochrane, William

abstract: This research note explores the factors contributing to ethnic pay gaps in New Zealand. The emphasis here is on description, as a causal analysis is beyond the capability of the methods used. The gaps between the average (as well as median) hourly wages for the European workforce relative to Māori and Pacific workers are substantial. A statistical analysis by Treasury in 2018 also showed that the ratio in average hourly wages (based on published survey estimates by Stats NZ) for both ethnic groups relative to European had stayed at a similar level for the last decade; as they state “there has been movement from year to year but no consistent upward or downward trend” (Treasury, 2018, p.1).

text: Research note: Empirical analysis of ethnic pay gaps in New Zealand This research note explores the factors contributing to ethnic pay gaps in New Zealand. The emphasis here is on description, as a causal analysis is beyond the capability of the methods used. The gaps between the average (as well as median) hourly wages for the European workforce relative to Māori and Pacific workers are substantial. A statistical analysis by Treasury in 2018 also showed that the ratio in average hourly wages (based on published survey estimates by Stats NZ) for both ethnic groups relative to European had stayed at a similar level for the last decade; as they state “there has been movement from year to year but no consistent upward or downward trend” (Treasury, 2018, p.1).

year: 2023-10-19