Reviews, scores, sales and playtime – a Steam perspective

As part of an on-going project on exploring player behavior via the Steam platform (see e.g. here and here) we decided to run a quick correlation analysis across games on Steam, focusing on sales (game ownership) and a two different aggregate review/ranking scores. In addition, we wanted to explore if review scores correlated with the actual amount of time people spend playing games on Steam.

Introducing Clustering III: Challenges and Pitfalls

In the previous post of this series we introduced the theoretical foundations of cluster analysis and the various categories of algorithms. In this post we take a specific look at the challenges associated with running a cluster analysis on behavioral telemetry from games. Clustering behavioral data from games does not involve any unique challenges: the…

Introducing Clustering II: Clustering Algorithms

[This post was written in collaboration with Christian Bauckhage and Rafet Sifa.] Clustering is imminently useful for finding patterns in gameplay data. In this second post in the clustering series, we briefly outline several classes of algorithms and discuss the types of contexts they are useful in. Cluster algorithms can be categorized based on how the…

Economic Research on MMORPGS: A Quick Overview

In the past few years university-based researchers have published a substantial amount of explorative work on MMORPG economies – the most complex virtual economic system that exists in games. In this post we take a quick look at some of the interesting research papers from the hallowed halls of academia and beyond. Virtual economies are…

Visualizing Dynamic Behavior Flow

One of the most important challenges in game analytics is to take the power of quantitative analysis and place it into the hands of everyone, not just trained analysts. In this post we describe the process of developing a method for generating behavioral profiles of player, and visualize how they over time migrate between these…