07 February 2013

Predicting Success of Online Games

On a first date, couples scrutinize each other’s facial expressions for a clue as to whether the date will turn into a long-term relationship. Game publishers and designers might start doing the same thing. By analyzing the movements of gamers’ smile and frown muscles in the first 45 minutes of play, Taiwanese researchers have found a way to predict a game’s addictiveness. The online gaming industry sees a game that is played by a large number of fanatics and survives more than two years as a success. But that success comes at a cost. According to researchers, more than 200 online games are released each year, globally. The cost of developing a game, jointly brainstormed by dozens of designers, ranges from less than $1 million to as much as $200 million. However, the humbling fact is that most games survive only four to nine months. It’s difficult to evaluate an online game’s addictiveness prior to the release. The gaming industry’s approach is simply based on designers’ intuition and experience and the feedback from focus groups, the latter of which could be limited and biased. Researchers at the institute and at the electrical engineering department of National Taiwan University, aims to help game publishers avoid risky or blind investments. Using archival game data and dozens of electromyography (EMG) experiments, they constructed a forecasting model that predicts a game’s ability to retain active players for a long time.


Researchers had to sort out the relationship between the data from laboratory emotion studies and a game’s market performance during the first six months after its release. By analyzing account activity records of 11 games—five role-playing games, four action games, and two first-person shooter games—they produced a general addictiveness index. They came up with an index that takes into account things like how quickly players’ frequency of participation decreases during the subscription period in which the gamer actually played the game and found that the index correlated well with key measures of a game’s success (i.e. user focus group responses and the length of time players spent playing a game). Researchers connected electrodes to 84 gamers, ages 19 to 34. The electrodes were set up to measure the electrical potentials generated by two facial muscles—the corrugator supercilii, or frowning muscle, whose motion primarily produces the appearance of suffering and unhappiness, and the zygomaticus major muscle, which is used in smiling and laughing. These facial EMG measurements were conducted for 45 minutes as players explored new games for the first time. Each of the subjects played as many as 3 new games and researchers gathered 155 hours of facial-expression data and were able to discern positive and negative emotions. Analyzing those two separately and in combination, they were able to predict the games’ addictiveness index to within an average of 11 percent.

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