Publications

Acknowledgements

My publications appear in various incomplete databases. Therefore I maintain a definitive list below.

 ScopusOrcID |Mendeley | Google Scholar | ResearchGate | Academia.edu | Publons | Researchr | AMiner | ResearcherID | Semantic Scholar | Microsoft Academic | ACM | DBLP |

LinkedIn – TwitterAbout.meGame AnalyticsSlideShareImpactstory

BOOKS

Seif El-Nasr, M.; Drachen, A. and Canossa, A. (eds): Game Analytics. Springer Publishers. 800 pp. ISBN: 978-1-4471-4769-5.

Game Analytics: Maximizing the Value of Player Data

Developing a successful game in today’s market is a challenging endeavour. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behaviour and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics – Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications.

“This is an astonishingly good book.” (J. M. Artz, Computing Reviews, July 2013)

Drachen, A.; Mirza-Babaei, P. & Nacke, L. (Eds): Games User Research. 560 pp. Oxford University Press. ISBN-10: 0198794843

Games User Research is the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more. For more, see here.

“I’ll certainly be adding this to my course’s reading list.” (C. McKee, The Computer Games Journal, July 2020).

Seif El-Nasr, M.; Nguyen, T. H.; Canossa, A. & Drachen, A.: Game Data Science. In press with Oxford University Press.

gdsbookfrontcover-1Game Data Science is the definitive guide to methods and practices of computer science, analytics and data science as it applies to video games. It will be the ideal guide for students or professional learners seeking to understand how data science is applied and used within the game development and production cycle, as well as within the interdisciplinary domain of games research. For more, see here.

“We have all met the designer who refuses to even consider insights from data,
because ‘Picasso didn’t need analytics.’ But art and data are not in opposition,
and fighting blindfolded is as foolhardy as it is poetic.”
(David Helgason, founder of Unity Technologies, 2021).

AWARD-WINNING PUBLICATIONS 

  1. Kokkinakis, A., Demediuk, S. P., Nölle, I., Olarewaju, O., Patra, S., Robertson, J., York, P., Pedrassoli Chitayat, A., Coates, A., Slawson, D., Hughes, P., Hardie, N., Kirman, B., Hook, J. D., Drachen, A., Ursu, M. & Block, F. O. (2020): DAX: Data-Driven Audience Experiences in Esports. In Proceedings for ACM International Conference on Interactive Media Experience, IMX 2020 (Barcelona, Spain), Association for Computing Machinery (ACM), 12 p. [Best Paper Award]
  2. Joshi, R.; Gupta, V.; Li, X.; Cui, Y.; Wang, Z.; Ravari, Y. N.; Klabjan, D.; Sifa, R.; Parsaeian, A.; Drachen, A. & Demediuk, S. (2019): A Team Based Player Versus Player Recommender Systems Framework for Player Improvement. In Proceedings of ACM Interactive Entertainment 2019. [Best paper award]
  3. Harteveld, C., Azadvar, A., Canossa, A., Deterding, S. & Drachen, A. (2019): Influencers in Multiplayer Online Shooters – Evidence of Social Contagion in Playtime and Social Play. In press for the 2019 ACM Conference on Human Factors in Computing Systems (CHI’19). [Honorable mention award]
  4. Block, F. O., Hodge, V. J., Hobson, S. J., Sephton, N. J., Devlin, S. M., Ursu, M., Drachen, A. & Cowling, P. I. (2018): Narrative Bytes: Data-Driven Content Production in Esports. In: TVX ’18 Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, p. 29-41, ACM. [Honourable mention award]
  5. Rattinger, A.; Wallner, G.; Drachen, A.; Pirker, J. and Sifa, R.: Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny. In Proceedings of the International Conference on Entertainment Computing 2016. [Best Paper Award]
  6. Sifa, R.; Hadiji, F.; Drachen, A. and Runge, J. (2015): Predicting_Purchase_Decisions_in_Mobile_free_to_play_Games_AIIDE2015. In Proceedings of AIIDE 2015, AAAI Publishers. [Best Paper Award]
  7. Drachen, A. & Canossa, A. (2009): Analyzing Spatial user Behavior in Computer Games using Geographic Information Systems. In Proceedings of the 13th MindTrek 2009 (Tampere, Finland), ACM-SIGCHI Publishers, 182-189. DOI: 10.1145/1621841.1621875[Best paper award]

JOURNAL PUBLICATIONS 

  1. Thaicharoen, S., Gow J, Drachen, A. (2023): An Ecosystem framework for the meta in esports games. Journal of Electronic Gaming and Esports, v. 1(1). https://doi.org/10.1123/jege.2022-0045
  2. Zendle, D., Flick, C., Halgarth, D., Ballou, N., Demediuk S. and Drachen, A. (2023): Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data. Nature Scientific Reports (13), 386. https://doi.org/10.1038/s41598-022-26730-w
  3. Zendle, D., Flick, C., Gordon-Petrovskaya, E., Ballou, N. Xiao, L. Y. & Drachen, A. (2023): No Evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry. Nature Human Behavior.  https://doi.org/10.1038/s41562-023-01669-8
  4. Zendle, D., Flick C., Deterding, S., Cutting, J., Gordon-Petrovskaya, E., Drachen, A. (2023): The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis. ACM Games 1, 1, Article 4 (March 2023). https://doi.org/10.1145/3582927
  5. Zendle, D., Flick C., Deterding, S., Cutting, J., Gordon-Petrovskaya, E., Drachen, A. (2023): The relationship between lockdowns and video game playtime: A multilevel time-series analysis using massive-scale data telemetry. Journal of Medical Internet Research (forthcoming). http://dx.doi.org/10.2196/40190
  6. Lincoln Magalhães Costa, Anders Drachen, Francisco Carlos Monteiro Souza, Geraldo Xexéo (2023): Artificial intelligence in MOBA games: a multivocal literature mapping. IEEE Transactions on Games (early access, 23 pp. DOI: 10.1109/TG.2023.3282157
  7. Charles Ringer, Sondess Missaoui, Victoria J. Hodge, Alan Pedrassoli Chitayat, Athanasios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseji Olarewaju, Marian Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen, James Alfred Walker (2023): Time to Die 2: Improved In-Game Death Prediction in Dota 2. Machine Learning with Applications (12).  https://www.sciencedirect.com/science/article/pii/S2666827023000191
  8. Siqueira, E. S.; Fleury, M. C.; Lamar, M. V.; Drachen, A., Castanho, C. D. and Jacobi, R. P. (2022) An automated approach to estimate player experience in game events from psychophysiological data. In Multimedia Tools and Applications. https://doi.org/10.1007/s11042-022-13845-5.
  9. Bonometti, V., Stafford, T., Drachen, A., Alex, W. (2022): Approximating the Manifold Structure of Attributed Incentive Salience from Large Scale Behavioural Data. In Computational Brain and Behavior, Springer Verlag.  DOI: https://doi.org/10.1007/s42113-022-00147-0
  10. Vardal, 0., Bonometti, V., Stafford, T. Drachen, A., Wade, A. (2022): Mind the gap: Distributed practice enhances performance in a MOBA game. In PLOS One. Manuscript ID: PONE-D-22-03288
  11. Kriglstein, S., Martin-Niedecken, A. L., Damen, N. B., Turkay, S., Drachen, A. (2022): Esports Meets Human-Computer Interaction. ACM Interactions (feature). May/June 2022. DOI: https://dl.acm.org/doi/pdf/10.1145/3524855
  12. Kokkinakis, A., York, P., Moni Sagarika Patra, Justus Robertson, Ben Kirman, Alistair Coates, Alan P. Chitayat, Simon Demediuk, Anders Drachen, Jonathan Hook, Isabelle Nolle, Oluseyi Olarewaju, Daniel Slawson, Marian Ursu, & Florian Oliver Block. (2021). Metagaming and metagames in Esports. International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/51/html
  13. Hodge, V. J., Devlin, S., Sephton, N.; Block, F.; Cowling, P. & Drachen, A. (2021): Win Prediction in Multi-Player Esports: Live Professional Match Prediction. IEEE Transactions on Games, 13(4), 368-379.
  14. Wallner, G., Schiller, M., Pirker, J. & Drachen, A. (2019): Beyond the Individual: Understanding Social Structures of an Online Player Matchmaking Website. In Entertainment Computing, Vol 30, DOI: https://doi.org/10.1016/j.entcom.2019.01.002.
  15. Schiller, M. H.; Wallner, G.; Schinnerl, C.; Monte Calvo, A.; Pirker, J.; Sifa, R. & Drachen, A. (2018): Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity. in IEEE Transactions on Games, DOI: 10.1109/TG.2018.2858024.
  16. Pirker, J.; Rattinger, A.; Drachen, A. and Sifa, R. (2018): Analyzing Player Networks in Destiny. In: Entertainment Computing, Vol 25, pp. 71-83, Elsevier. DOI: https://doi.org/10.1016/j.entcom.2017.12.001
  17. Perry, R.; Drachen, A.; Kearney, A.; Krieglstein, S.; Nacke, L. E.; Sifa, R.; Wallner, G. & Johnson, D. (2017): Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. In Computers in Human Behavior, Vol. 79, pp. 202-210, Elsevier. DOI: https://doi.org/10.1016/j.chb.2017.10.032
  18. Kokkinakis, A. V.; Cowling, P., Drachen, A. & Wade, A. R. (2017): Exploring the relationship between video game expertise and Fluid Intelligence. In PLoS ONE 12(11): e0186621, DOI: https://doi.org/10.1371/journal.pone.0186621
  19. Bauckhage, C., Drachen, A. and Sifa, R.: Clustering Game Behavior Data. IEEE Transactions of Computational Intelligence and AI in Games, Special Issue on Game Analytics, vol 7, issue 3, pp. 266-278. DOI: 1109/TCIAIG.2014.2376982.
  20. Drachen, A.; Baskin, S.; Riley J. and Klabjan, D. Going Out of Business: Auction House Behavior in the Massively Multi-Player Online Game Glitch. In Journal of Entertainment Computing (Elsevier Publishers) 5, pp. 20-31. DOI: 10.1016/j.entcom.2014.02.001.
  21. Drachen, A.; Sifa, R. & Thurau, C. The Name In the Game: Patterns in Character Names and Gamer Tags. Invited Paper. In Entertainment Computing (Elsevier Publishers), vol 5, issue 1, pp. 21-32. DOI: 10.1016/j.entcom.2014.02.001
  22. Seif El-Nasr, M., Desurvire, H., Aghabeigi, B. & Drachen, A. (2013): Game Analytics for Game User Research (Part 1): A Workshop Review and Case Study. In IEEE Graphics and Applications, Vol. 33(2), DOI: doi.ieeecomputersociety.org/10.1109/MCG.2013.26.
  23. Drachen, A. & Veitch, R. W. D. (2013): Patterns in the Distribution of Digital Games via BitTorrent. Invited Paper. International Journal of Advanced Media and Communication (IJAMC), v. 5, pp. 80-99, Inderscience Publishers. DOI: 10.1504/IJAMC.2013.053675.
  24. Drachen, A. & Canossa, A. (2011): Evaluating Motion. Spatial User Behavior in Virtual Environments.  Stammaa, O.; Lugmayr, A., Franssila, H., Näränen, P. & Vanhala, J. (Eds.) Special issue on ACM Academic MindTrek 2009: Everyday Life in the Ubiquitous Era, International Journal of Arts and Technology (IJART) (Inderscience Publishers), v. 4 N3 2011 issue, 294-314. DOI: 10.1504/IJART.2011.041483.
  25. Nacke, L. E., Drachen, A. and Goebel, S. (2010). Methods for Evaluating Gameplay Experience in a Serious Gaming Context. International Journal of Computer Science in Sport, vol. 9 (2) (International Association of Computer Science in Sports, IACSS).
  26. Harper, D. A. T. and Drachen, A. (2010) The Orthida: The Rise and Fall of a Great Palaeozoic Brachiopod Clade. Palaeontology, Special Papers in Palaeontology, 84.
  27. Tychsen, A. & Hitchens, M. (2009): Game Time – Modeling and Analyzing Time in Multi-Player and Massively Multi-Player Games. In Games & Culture (SAGE Publications), vol. 4, issue 2 (January 2009), 170-201. DOI: 10.1177/1555412008325479.
  28. Drachen, A. & Heide-Smith, J. (2008): Player Talk – The functions of communication in multi-player Role Playing Games. ACM Computers in Entertainment (ACM Publishers), vol. 6, issue 3, 40 pp. (October 2008). DOI: 10.1145/1461999.1462008.
  29. Tychsen, A.; Hitchens, M.; Brolund, T.; McIlwain, D. & Kavakli, M. (2008): Group Play – Determining Factors on the Gaming Experience in Multi-Player Role Playing Games. ACM Computers in Entertainment (ACM Publishers), vol. 5, issue 4, article no. 10, 29 pp. DOI: 10.1145/1324198.1324208
  30. Tychsen, A., Hitchens, M. & Brolund, T. (2008): Character Play – The use of game characters in multi-player Role Playing Games across platforms. ACM Computers in Entertainment (ACM Publishers), vol. 6, issue 2, article no 22, 31 pp. DOI: 10.1145/1371216.1371225
  31. Hitchens, M. & Tychsen, A.(2008): The Many Faces of Role-Playing Games. The International Journal of Role-Playing, vol. 1, issue 1 (December 2008).
  32. Tychsen, A. & Hitchens, M. (2008): Interesting Times – Modeling Time in Multi Player and Massively Multiplayer Role Playing Games Leonardo Electronic Almanac, vol. 16, issue 2-3, 12 pp., Part 1: Embodiment and Presence, February 2009 (Leonardo Press).
  33. Tychsen, A., Hitchens, M., Brolund, T. & Kavakli, M. (2006). Control and Communication in Live Role Playing Games – review and implications for MMORPGs. Games and Culture (Springer Publishers), vol. 1, no. 3, 252-275. DOI: 10.1177/1555412006290445.
  34. Brolund, T. M.; Tychsen, A.; Nielsen L. E.; Arvedlund, M. (2004). An assemblage of the host anemone Heteractis magnifica in the northern Red Sea, and distribution of the resident anemonefish. Journal of the Marine Biology Association (Cambridge Journals), no. 84, 671-674. DOI:  10.1017/S0025315404009737.
  35. Tychsen, A. & Harper, D. A. T. (2004). Ordovician-Silurian distribution of the Orthida: Comparing the faunal history and interactions of plate systems around the Greater Iapetus Ocean. Palaeontologia Electronica, no. 4, 24 pp.

CONFERENCE PUBLICATIONS 

  1. Chitayat, A. P.; Block, F.; Walker, A. & Drachen, A. (2023): Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics. In Proceedings of the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) (Salt Lake City, Utah). URL: https://arxiv.org/abs/2305.18477
  2. Ingram, C. & Drachen, A. (2022): Impact of Social Distancing on Face To Face Meetups for Software Practitioners during the Covid-19 Pandemic. Proceedings of the ACM on Human-Computer Interaction Volume 6, Issue CSCW. 2 November 2022 Article No.: 305 pp. 1–22. DOI: https://doi.org/10.1145/3555196
  3. Qian, X, Sifa, R., Xuefei, L., Shreyashi, G., Borchuluun, Y., Klabjan, D., Drachen, A., Demediuk, S. (2022). Anomaly Detection in Player Performances in Multiplayer Online Battle Arena Games. In Proceedings of the ACM ACSW 2022: Australasian Computer Science Week Conference. Brisbane, Australia. Pp. 23-30. DOI: https://doi.org/10.1145/3511616.3513095
  4. Tan, E., Rogers, K., Nacke, L., Drachen, A., Wade, A. (2022): Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams. In Proceedings of CHI PLAY ’22: Annual Symposium on Computer-Human Interaction in Play (Bremen, Germany). [Best Paper Award]
  5. Ke, C. H., Deng, H., Xu, C., Li, J., Gu, X., Yadamsuren, B., Klabjan, D., Sifa, R., Drachen, A. & Demediuk, S. (2022): Match outcome prediction using deep learning models and team fight detection algorithm for DOTA 2. In Proceedings of IEEE Conference on Computational Intelligence and Games  (Zhenzen, China), pp. 96-103.
  6. Tot, M. et al. (15 authors) (2021): What Are You Looking At? Team Fight Prediction Through Player Camera. In Proceeding of the 2021 IEEE Conference on Games.
  7. Demediuk, S. et al. (2021): Performance Index: A New Way to Compare Players. In Proceedings of the 2021 MIT Sloan Sports Analytics Conference (Boston, USA).
  8. Demediuk, S. et al. (15 authors) (2021): Towards Archetypal Analysis Based Anomaly Detection for Improved Storytelling in Multiplayer Online Battle Arena Games. In Proceedings of Interactive Entertainment 2021. ACM (Auckland, New Zealand).
  9. Olarewaju, O. et al. (15 authors) (2021): Automatic Generation of Text For Match Recaps Using Esport Caster Commentaries. In Proceedings of the International Conference of Natural Language Computing (NATL 2020) (Sydney, Australia)
  10. Robertson, J. et al. (15 authors) (2021): Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games. In Proceedings of the 26th Annual Conference on Intelligent User Interfaces (Texas A&M University). ACM Publishers.
  11. Kokkinakis, A., Demediuk, S. P., Nölle, I., Olarewaju, O., Patra, S., Robertson, J., York, P., Pedrassoli Chitayat, A., Coates, A., Slawson, D., Hughes, P., Hardie, N., Kirman, B., Hook, J. D., Drachen, A., Ursu, M. & Block, F. O. (2020): DAX: Data-Driven Audience Experiences in Esports. In Proceedings for ACM International Conference on Interactive Media Experience, IMX 2020 (Barcelona, Spain), Association for Computing Machinery (ACM), 12 p. [Best Paper Award]
  12. Ingram, C. & Drachen, A. (2019): How Software Practitioners Use Informal local Meetups to Share Software Engineering Knowledge. Accepted for International Conference on Software Engineering, ICSE (2020, Seoul, South Korea).
  13. *Tan, E., Wade, A., Kokkinakis, A.; Heyes, G.; Demediuk, S. & Drachen, A. (2021): Analysing Team communication Dynamics in a One-Off Game Encounter. In press for HICSS 54: Hawaii International Conference on System Sciences. HICSS-54.
  14. Pedrassoli, A.; et al. (15 authors) (2020): WARDS: Modelling the Worth of Vision in MOBA’s. In Proceedings of the SSAI Computing Conference (2020, London).
  15. Sifa, R.; Fedell, M.; Franklin, N.; Klabjan, D.; Ram, S.; Venugopal, A.; Demediuk, S. & Drachen, A. (2020): Retention Prediction in Sandbox Games with Bipartite Tensor Factorization. In Proceedings of the SSAI Computing Conference (2020, London).
  16. Demediuk, S.; York, P.; Block, F.; Drachen, A.: (2019): Role Identification for Accurate Analysis in Dota 2. In Proceedings of AAAI Artificial Intelligence in Interactive Digital Entertainment (AIIDE).
  17. Wallner, G.; Krieglstein, S. and Drachen, A. (2019): Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game. In Proceedings of the IEEE Conference on Games (CoG).
  18. Katona, A.; Spick, R.; Hodge, V. J.; Demediuk, S.; Block, F.; Drachen, A. and Walker, J. A. (2019): Time to Die: Death Prediction in Dota 2 using Deep Learning. In Proceedings of the IEEE Conference on Games (CoG).
  19. Bonometti, V.; Ringer, C.; Analytics and Insight Team; Wade, A. and Drachen, A. (2019): Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability. In Proceedings of the IEEE Conference on Games (CoG).
  20. Aung, M.; Demediuk, S.; Sun Y.; Tu, Y.; Ang, Y.; Nekkanti, S.; Raghav, S.; Klabjan, D.; Sifa, R. and Drachen, A. (2019): The Trails of Just Cause 2: Spatio-Temporal Player Profiling in Open-World Games.  In Proceedings of Foundations of Digital Games 2019.
  21. Williams, D.; Hodge, V. J.; Gega, L.; Murphy, D.; Cowling, P. and Drachen, A. (2019): AI and Automatic Music Generation for Mindfulness. International Conference on Immersive and Interactive Audio, Journal of the Audio Engineering Society, AES E-Library [http://www.aes.org/e-lib]
  22. Joshi, R.; Gupta, V.; Li, X.; Cui, Y.; Wang, Z.; Ravari, Y. N.; Klabjan, D.; Sifa, R.; Parsaeian, A.; Drachen, A. & Demediuk, S. (2019): A Team Based Player Versus Player Recommender Systems Framework for Player Improvement. In Proceedings of ACM Interactive Entertainment 2019. [Best paper award]
  23. Harteveld, C., Azadvar, A., Canossa, A., Deterding, S. & Drachen, A. (2019): Influencers in Multiplayer Online Shooters – Evidence of Social Contagion in Playtime and Social Play. In press for the 2019 ACM Conference on Human Factors in Computing Systems (CHI’19). [Honorable mention award]
  24. Pirker, J., Lesjak, I., Punz, A. & Drachen, A. (2018): Social Aspects of the Game Development Process in the Global Gam Jam. In: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, pp. 9-16, ACM.
  25. Block, F. O., Hodge, V. J., Hobson, S. J., Sephton, N. J., Devlin, S. M., Ursu, M., Drachen, A. & Cowling, P. I. (2018): Narrative Bytes: Data-Driven Content Production in Esports. In: TVX ’18 Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, p. 29-41, ACM. [honorable mention award]
  26. Aung, M. T., Bonometti, V., Drachen, A., Cowling, P. I., Kokkinakis, A. V., Yoder, C. & Wade, A. R. P. (2018): Predicting skill learning outcomes in a large, longitudinal MOBA dataset. In: Proceedings of the IEEE Computational Intelligence in Games, IEEE.
  27. Canossa, A., Togelius, J., & Drachen, A. (2018): Like a DNA String: Sequence Mining for Player Profiling in The Division. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018, AAAI.
  28. Drescher, C.; Wallner, G.; Kriegelstrein, S.; Sifa, R.; Drachen, A. & Pohl, M. (2018): What Moves Players? Visual Data Exploration of Twitter and Gameplay Data. In Proceedings of the CHI Conference on Human Factors in Computing Systems, 2018, ACM.
  29. Demediuk, S.; Murrin, A.; Bulger, D.; Hitchens, M.; Drachen, A.; Raffe, W. L. & Tamassia, M. (2018): Player Retention in League of Legends: A Study Using Survival Analysis. In Proceedings of Australian Computer Science Week, Interactive Entertainment, 2018, ACM.
  30. Sifa, R.; Zhai, K.; Pawlakos, E.; Jha, R.; Narayanan, S.; Klabjan, D. & Drachen, A. (2018): Controlling the Crucible: A Novel PvP Recommender Systems Framework for Destiny. In Proceedings of Australian Computer Science Week, Interactive Entertainment, 2018, ACM.
  31. Drachen, A.; Pastor, M.; Fontaine, D. J.; Liu, A.; Chang, C.; Chang, Y.; Sifa, R.; Runge, J. & Klabjan, D. (2018): To Be or Not to Be … Social: Incorporating Simple Social Features in Mobile Game Customer Lifetime Value Predictions. In Proceedings of Australian Computer Science Week, Interactive Entertainment, 2018, ACM.
  32. Thomsen, L. E.; Petersen, F. W.; Drachen, A. & Pejman, M. A. (2017): Evaluating the Onboarding Phase of Free-to-Play Mobile Games: A Mixed-Methods Approach. In: CHI PLAY ’17 Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 377-388, ACM, DOI: 10.1145/3116595.3125499
  33. Schaekermann, M.; Nacke, L.; Johnson, D.; Drachen, A.; Sifa, R.; Wallner, G. & Kriglstein, S. (2017): Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”. In: CHI PLAY ’17 Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 143-156, ACM, doi>10.1145/3116595.3116603
  34. Norouzzadeh Ravari, Y.; Spronck, P.; Sifa, R. & Drachen, A. (2017): Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny. In Proceedings of the Thirteenth Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE), pp. 207-214, AAAI Publishers.
  35. Stafford, T.; Devlin, S.; Sifa, R. & Drachen, A.: Exploration and Skill Acquisition in a Major Online Game. In: Proceedings of the 39th Annual Meeting of the Cognitive Science Society (CogSci), 2017.
  36. McCutcheon, C.; Hitchens, M. & Drachen, A. (2017): eSport vs irlSport. In Proceedings of Advances in Computer Entertainment Technology (ACE), Springer LNCS, v10714, ISBN: 978-3-319-76269-2
  37. Alsén, A.; Runge, J.; Drachen, A. and Klapper, D. Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming. In Proceedings of the 1st Player Analytics Workshop, AAAI AIIDE 2016.
  38. Drachen, A.; Lundquist, E. T.; Kung, Y.; Rao, P.; Sifa, R.; Runge, J. and Klabjan, D.: Rapid Prediction of Player Retention in Free-to-Play Mobile Games. In Proceedings AAAI AIIDE 2016.
  39. Pirker, J.; Griesmayer, S., Drachen, A. and Sifa, R.: How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2. In Proceedings of IEEE International Conference on Entertainment Computing
  40. Rattinger, A.; Wallner, G.; Drachen, A.; Pirker, J. and Sifa, R.: Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny. In Proceedings of the International Conference on Entertainment Computing 2016. [Best Paper Award]
  41. Drachen, A.; Ross, N.; Runge, J. and Sifa, R.: Stylized Facts for Mobile Game Analyticsylized. In Proceedings of IEEE Computational Intelligence in Games 2016.
  42. Tammasia, M.; Raffe, W.; Sifa, R.; Drachen, A.; Zambetta, F. and Hitchens, M.: Predicting Player Churn in Destiny: A Hidden Markov Models Approach to Predicting Player Departure in a Major Online Game. In Proceedings of IEEE Computational Intelligence in Games 2016.
  43. Sifa, R.; Srikanth, S.; Drachen, A.; Ojeda, C. and Bauckhage, C.: Predicting Retention in Open-World Games: Tensor Factorization-based Spatio-temporal Representation Learning. In Proceedings of IEEE Computational Intelligence in Games Conference 2016.
  44. Drachen, A.; Green, J.; Gray, C.; Harik, E.; Lu, P.; Sifa, R. and Klabjan, D.: Guns and Guardians: Comparative Cluster Analysis and Behavioral Profiling in Destiny. In Proceedings of IEEE Computational Intelligence in Games 2016.
  45. Schubert, M.; Drachen, A.; Mahlman, T. (2016): Esports Analytics Through Encounter Detection. In Proceedings of the 10th MIT Sloan Sports Analytics Conference.
  46. Sifa, R.; Hadiji, F.; Drachen, A. and Runge, J. (2015): Predicting_Purchase_Decisions_in_Mobile_free_to_play_Games_AIIDE2015. In Proceedings of AIIDE 2015, AAAI Publishers. [Best Paper Award]
  47. Sifa, R., Drachen, A. and Bauckhage, C. (2015): Large_Scale_Cross_Game_Behavior_Analysis_on_Steam. In Proceedings of AIIDE 2015, AAAI Publishers.
  48. Drachen, A.; Yancey, M.; Maquire, J.; Chu, D.; Wang, Y. I., Mahlman, T.; Schubert, M. and Klabjan, D. (2014): Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of the Ancients 2 (DotA 2). In Proceedings of the IEEE Consumer Electronics Society Games, Entertainment, Media Conference.
  49. Sifa, R.; Bauckhage, C. and Drachen, A. (2014): Archetypal Game Recommender Systems. In Proceedings of the Learning, Knowledge, Adaption (LMA) Conference, KDML.
  50. Bauckhage, C.; Sifa, S.; Drachen, A.; Thurau, C. and Hadiji, F. Beyond Heatmaps Spatio-Temporal Clustering UsingBehavior-Based Partionioning of Game Levels_IEEECIG2014. In Proceedings of the IEEE Computational Intelligence in Games, 2014.
  51. Hadiji, F.; Sifa, S.; Drachen, A.; Thurau, C. Predicting Player Churn in the Wild. In Proceedings of the IEEE Computational Intelligence in Games, 2014.
  52. Sifa, R.; Bauckhage, C. and Drachen, A. The Playtime Principle_ Large- Scale Cross-Games Interest Modeling. In Proceedings of the IEEE Computational Intelligence in Games, 2014.
  53. Drachen, A. & Schubert, M. (2013): Spatial Game Analytics. In Proceedings of IEEE Computational Intelligence in Games 2013, pp. 1-8.
  54. Sifa, R.; Drachen, A. & Bauckhage, C. (2013): Behaviour Evolution In Tomb Raider Underworld. In Proceedings of IEEE Computational Intelligence in Games 2013.
  55. Drachen, A.; Thurau, C.: Sifa, R. & Bauckhage, C. (2013): A Comparison of Methods for Player Clustering via Behavioral Telemetry. In Proceedings of Foundations of Digital Games 2013 (Chenia, Greece). Society for the Advancement of the Science of Digital Games (SASDG) Publishing.
  56. Hitchens, M.; Richards, D. and Drachen, A. (2012): An investigation of player to player character identification via personal pronouns. In Proceedings of the Interactive Entertainment Conference (Australia). ACM Publishers. Article No. 11, doi: 10.1145/2336727.2336738.
  57. Drachen, A.; Sifa, R.; Bauckhage, C. and Thurau, C. (2012): Guns, Swords and Data: Clustering of Player Behavior in Computer Games in the Wild. In proceedings of IEEE Computational Intelligence in Games, 2012 (Granada, Spain), IEEE Publishers, pp. 163-170. DOI: 10.1109/CIG.2012.6374152 
  58. Bauckhage, C.; Kersting, K.; Sifa, R.; Thurau, C.; Drachen, A. and Canossa, A. (2012): How Players Lose Interest in Playing a Game: An Empirical Study Based on Distributions of Total Playing Times. In proceedings of IEEE Computational Intelligence in Games, 2012 (Granada, Spain), IEEE Publishers, pp. 139-146. DOI: 10.1109/CIG.2012.6374148 
  59. Thurau, C.; Drachen, A. (2011): Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft. In Proceedings of International Conference on Entertainment Computing (Vancouver, Canada), Springer LNCS, v. 6972, 270-281.
  60. Canossa, A.; Drachen, A., Rau Møller Sørensen, J. (2011): Arrgghh!!! – Blending Quantitative and Qualitative Methods to Detect Player Frustration. In Proceedings of the 2011 Foundations of Digital Games Conference (Bordeaux, France). ACM Publishers.
  61. Drachen, A.; Bauer, K. and Veitch, R. W. D. (2011): Distribution of digital games via BitTorrent. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM Publishers, 2011, 233-240.
  62. Mahlman, T.; Drachen, A.; Canossa, A.; Togelius, J.; Yannakakis, G. N. (2010): Predicting Player Behavior in Tomb Raider Underworld. In Proceedings of the 2010 IEEE Conference on Computational Intelligence in Games, IEEE Publishers, 178-185. DOI: 10.1109/ITW.2010.5593355 
  63. Drachen, A.; Nacke, L., Yannakakis, G. Pedersen, A. L. (2010): Correlation between heart rate, electrodermal activity and player experience in First-Person Shooter games. In proceedings of the 5th ACM SIGGRAPH, ACM-SIGGRAPH Publishers, 49-54. DOI:10.1145/1836135.1836143. [Acceptance rate 11.6%]
  64. Lameman, B. A.; Seif El-Nasr, M.; Drachen, A.; Foster, W.; Moura, D.; Aghabeigi, B. (2010): User Studies – A Strategy Towards a Successful Industry-Academic Relationship. In Proceedings of Future Play 2010 (Vancouver, Canada), ACM Publishers, 1-9. DOI: 10.1145/1920778.1920798.
  65. Drachen, A. & Canossa, A. (2009): Towards Gameplay Analysis via Gameplay Metrics. In Proceedings of the 13th MindTrek 2009 (Tampere, Finland), ACM-SIGCHI Publishers, 202-209. DOI:10.1145/1621841.1621878.
  66. Drachen, A. & Canossa, A. (2009): Analyzing Spatial user Behavior in Computer Games using Geographic Information Systems. In Proceedings of the 13th MindTrek 2009 (Tampere, Finland), ACM-SIGCHI Publishers, 182-189. DOI: 10.1145/1621841.1621875[Best paper award]
  67. Drachen, A.; Canossa, A. & Yannakakis, G. (2009): Player Modeling using Self-Organization in Tomb Raider Underworld. In Proceedings of IEEE Computational Intelligence in Games (CIG) 2009 (Milan, Italy), IEEE Publishers, 1-8.DOI: 10.1109/CIG.2009.5286500 
  68. Canossa, A. & Drachen, A. (2009): Patterns of Play Play-Personas in User-Centered Game Development. In Proceedings of DIGRA 2009 (London, United Kingdom), DiGRA Publishers, DIGRA Digital Library: http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.49165.pdf
  69. Drachen, A.; Jhala, A.; Hitchens, M. & Yannakakis, G. (2009): Towards Data-Driven Drama Management: Issues in Data Collection and Annotation. In Proceedings of DIGRA 2009 (London, United Kingdom), DiGRA Publishers, DIGRA Digital Library: http://www.digra.org/dl/db/09287.23070.pdf
  70. Canossa, A. & Drachen, A. (2009): Play-Personas Behaviors and Belief systems in User-Centered Game Design. In Proceedings of INTERACT 2009 (Uppsala, Sweden), Springer Publishers, LNCS vol. 5727, 510-523.
  71. Tychsen, A.; Hitchens, M.; Aylett, R. & Louchart, S. (2009): Modeling Game Master Based Story Faciliation. In Proceedings of the 2009 AAAI Symposium on Intelligent Narrative Technologies II(Stanford, USA), AAAI Press, 24-32.
  72. Hitchens, M. & Tychsen, A. (2009): The Personal Experience of Narratives in Role-Playing Games. In Proceedings of the 2009 AAAI Symposium on Intelligent Narrative Technologies II (Stanford, USA), AAAI Press, pp. 53-61.
  73. Tychsen, A.; Hitchens, M. & Brolund, T. (2008): Motivations for Play in Computer Role-Playing Games. In proceedings of FUTURE PLAY 2008 (Toronto, Canada), ACM publishers, 57-64. DOI: 10.1145/1496984.1496995
  74. Tychsen, A. & Canossa, A. (2008): Defining Personas in Games Using Metrics. In proceedings of FUTURE PLAY 2008 (Toronto, Canada), ACM publishers, 73-80. DOI:10.1145/1496984.1496995
  75. Tychsen, A. & Heide Smith, J. (2008): Game format effects on communication in multi-player games. In proceedings of FUTURE PLAY 2008 (Toronto, Canada), ACM publishers, 113-120. DOI: 10.1145/1496984.1497003
  76. Tychsen, A. (2008): Tales for the Many Process and Authorial Control in Multi-Player Role-Playing Games. In Proceedings of the 2008 Interactive Storytelling Conference (Erfurt, Germany). Springer LNCS 5334, 309-320. DOI: 10.1007/978-3-540-89454-4_38
  77. Tychsen, A., Brolund, T. & Hitchens, M. (2008): Verbal Communication of Story Facilitators in Multi-Player Role-Playing Games. In Proceedings of the 2008 Interactive Storytelling Conference (Erfurt, Germany). Springer LNCS 5334, 242-249. DOI: 10.1007/978-3-540-89454-4_31
  78. Aylett, R., Louchart, S., Tychsen A., Hitchens M. & Figueiredo R. (2008): Managing emergent character-based narrative. In proceedings of the Intelligent Technologies for Interactive Entertainment, INTETAIN 2008 Conference, ACM Publishers, ISBN: 978-963-9799-13-4 (Playa de Laguna, Mexico).
  79. Tychsen, A. & Hitchens, M. (2007): Interesting Times – Modeling Time in Multi Player and Massively Multiplayer Role Playing Games. In proceedings of the 7th Digital Arts and Culture Conference 2007 (Perth, Australia), 375-384.
  80. Tychsen, A.; Newman, K.; Brolund, T. & Hitchens, M. (2007): Cross-format analysis of the gaming experience in multi-player role playing games. In proceedings of the Digital Games Research Association Conference 2007 (Tokyo, Japan), 49-58.
  81. Tychsen, A.; McIlwain, D.; Brolund, T. & Hitchens, M. (2007): Player-Character Dynamics in Multi-Player Role Playing Games. In proceedings of the Digital Games Research Association Conference 2007 (Tokyo, Japan), 40-49.
  82. Tychsen, A. & Hitchens, M. (2006): Ghost Worlds – Storytelling and Consequence in MMORPGs. In Proceedings of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) 2006 Conference (Darmstadt, Germany), Springer Publishers, LNCS vol. 3942, 300-311. DOI: 10.1007/11944577_30
  83. Tychsen, A. & Tosca, S. (2006): Personalizing the player experience in MMORPGs. In Proceedings of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) 2006 Conference (Darmstadt, Germany), Springer Publishers, LNCS vol. 3942, 253-264. DOI: 10.1007/11944577_26
  84. Tychsen, A.; Heide-Smith, J.; Hitchens, M. & Tosca, S. (2006): Communication in Multi-Player Role Playing Games – The Effect of Medium. In Proceedings of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) 2006 Conference (Darmstadt, Germany), Springer Publishers, LNCS vol. 3942, 277-288. DOI: 10.1007/978-3-540-89454-4_31
  85. Tychsen, A. (2006). Role Playing Games – Analysis across Two Media Platforms. In Proceedings of the 3rd Australasian Conference on Interactive Entertainment (Perth, Australia), ACM International Conference Proceeding Series vol. 207, 75-82. ISBN: 86905-902-5
  86. Barles, J.; Dras, M.; Kavakli, M.; Richards, D. & Tychsen, A. (2005): An Overview of Training Simulation Research and Systems. In Proceedings of the 4th Autonomous Agents & Multi Agent Systems (AAMAS) (Utrecht, The Netherlands).
  87. Tychsen, A., Hitchens, M. & Brolund, T. (2005): The Game Master. In Proceedings of the 3rd Australasian Conference on Interactive Entertainment (Sydney, Australia), ACM International Conference Proceeding Series vol. 123, 215-222. ISBN: 0-9751533-2-3

 BOOK CHAPTERS 

  1. Drachen, A.; Mirza-Babaei P. & Nacke, L. E. (2018): Introduction to Games User Research. In: Drachen, A.; Mirza-Babaei P. & Nacke, L. E. (Eds.): Games User Research. Oxford University Press. ISBN-10: 0198794843, pp. 1-12 [URL: https://global.oup.com/academic/product/games-user-research-9780198794844?cc=gb&lang=en&%5D.
  2. Drachen, A. & Connor, S. (2018): Game Analytics for Games User Research. In: Drachen, A.; Mirza-Babaei P. & Nacke, L. E. (Eds.): Games User Research. Oxford University Press. ISBN-10: 0198794843, pp. 333-354 [URL: https://global.oup.com/academic/product/games-user-research-9780198794844?cc=gb&lang=en&%5D.
  3. Drachen, A.; Mirza-Babaei P. & Nacke, L. E. (2018): Frontlines in Games User Research. In: Drachen, A.; Mirza-Babaei P. & Nacke, L. E. (Eds.): Games User Research. Oxford University Press. ISBN-10: 0198794843, pp. 509-520 [URL: https://global.oup.com/academic/product/games-user-research-9780198794844?cc=gb&lang=en&
  4. Sifa, R.; Drachen, A. & Bauckhage, C. (2018): Profiling in Games: Understanding Behavior from Telemetry. In: K. Lakkaraju & G. Sukthankar (Eds.): Social Interaction in Virtual Worlds, Cambridge University Publishing. ISBN: 9781316422823, pp. 337-374 [URL: https://global.oup.com/academic/product/games-user-research-9780198794844?cc=gb&lang=en&].
  5. Drachen, A. (2015): Telemetry-Based Game Evaluation. In: Game User Experience Evaluation. Regina Bernhaupt (Ed.). Springer Publishers. [URL: http://www.springer.com/gp/book/9783319159843]
  6. Harteveld, C. and Drachen, A. Gaming on Environmental Issues. Accepted for: Ruth, M. (Ed.): Handbook of Research Methods and Applications in Environmental Studies, Edward Elgar Publishers (scheduled 2015).
  7. Drachen, A. Telemetry-Based Game Evaluation. Accepted for: Evaluating User Experience in Games: Concepts and Methods – 2nd Edition. Regina Bernhaupt (Ed.). Springer Publishers.
  8. Drachen, A.; Seif El-Nasr, M. and Canossa, A. (2013): Game Analytics – The Basics. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 13-40
  9. Drachen, A.; Thurau, C., Yannakakis, G., Togelius, J. and Bauckhage, C. (2013): Game Data Mining. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 205-253.
  10. Drachen, A.; Canossa, A. & Sørensen, J. (2013): Gameplay Metrics in Games User Research: Examples from the Trenches. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 285-319
  11. Drachen, A. & Schubert, M. (2013): Spatial Game Analytics. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 365-402
  12. Drachen, A.; Gagne, A. and Seif El-Nasr, M. (2013): Telemetry Sampling in Game Development. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 143-167
  13. Seif El-Nasr, M., Drachen, A. and Canossa, A. (2013):Introduction: Changing the Game.In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 3-12
  14. Canossa, A.; Seif El-Nasr, M. and Drachen, A. (2013): Benefits of Game Analytics. Stakeholders, contexts and domains. In: Game Analytics – Maximizing the Value of Player Data, Seif El-Nasr, M.; Drachen, A. & Canossa, A. (Eds.). Springer Publishers [URL: http://www.springer.com/computer/hci/book/978-1-4471-4768-8], pp. 41-52
  15. Seif El-Nasr, M.; Moore, J.; Drachen, A. (2011): A Scientific Look at the Design of Aesthetically and Emotionally Engaging Interactive Entertainment Experiences. In: Affective Computing and Interaction: Psychological, Cognitive and Neuroscientific Perspectives, Didem, G. & Gülsen, Y. (Eds.). IGI Global Publishers. ISBN: 978-1-616-92892-6, 281-307. DOI: 10.4018/978-1-61692-892-6 [URL: http://www.igi-global.com/Bookstore/TitleDetails.aspx?TitleId=41787]
  16. Drachen, A.: Analyzing player communication in multi-player games (2012). In: Online Gaming in Context: The social and cultural significance of online games, Crawford, G., Gosling, V. K., Light, B. (eds.). Routledge Publishers. ISBN: 978-0-415-56368-0 [URL: http://www.routledge.com/books/details/9780415556194/]
  17. Drachen, A. & Canossa, A.: Analyzing User Behavior in Games (2011) In: Media in the Ubiquitous Era: Ambient, Social and Gaming Media, Lugmayr, A.; Franssila, H.; Näränen, P., Sotamaa, O. & Vanhala, J. (Eds.). IGI Global Publishers. ISBN13: 9781609607746, DOI: 10.4018/978-1-60960-774-6. [URL: http://www.igi-global.com/Bookstore/TitleDetails.aspx?TitleId=49581]

SHORT PAPERS

  1. Thomsen, L.; Petersen, F. W.; Drachen, A. & Mirza-Babaei, P. (2016): Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach. In Proceedings of the International Conference on Entertainment Computing, 2016.
  2. Stankevicius, D.; Jady, H. A.; Drachen, A. and Schønau-Fogh, H. (2015): A Factor-Based Exploration of Player´s Continuation Desire in Free-to-Play Mobile Games. In press for Proceedings of the Player Modeling Workshop, AIIDE 2015, AAAI Publishers.
  3. Thurau, C.; Drachen, A. (2011): Introducing archetypal analysis for player classification. In Proceedings of the 2011 Foundations of Digital Games Conference (Bordeaux, France), EPEX 11 Workshop. ACM Publishers.
  4. Nacke, L.; Drachen, A. (2011): Towards a Framework for Player Experience ResearchIn Proceedings of the 2011 Foundations of Digital Games Conference (Bordeaux, France), EPEX 11
  5. Drachen, A.; Nacke, L.; Yannakakis, G., Pedersen, A.: Psychophysiological Correlations with Gameplay Experience Dimensions. Brain, Body and Bytes, Workshop, CHI 2010.
  6. Tychsen, A. (2008): Crafting User Experience via Game Metrics Analysis. Workshop paper, NORDICHI 2008, Lund, Sweden [URL: http://www.cs.uta.fi/~ux-emotion/papers.html]

PANELS, WORKSHOP PROPOSALS, CONFERENCE ABSTRACTS AND OTHER FORMATS 

  1. Nacke, L. E., Mirza-Babaei, P. & Drachen, A. (2023): User Experience Design and Research in Games. CHI 2023 – Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery / Special Interest Group on Programming Languages, 3 p. 560. (Conference on Human Factors in Computing Systems – Proceedings).
  2. Kriglstein, S., Martin-Niedecken, A. L., Turmo Vidal, L., Klarkowski, M., Rogers, K., Turkay, S., Seif El-Nasr, M., Márquez Segura, E., Drachen, A. & Hämäläinen, P. (2021) Special Interest Group: The Present and Future of Esports in HCI. 8. May 2021, Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021. Association for Computing Machinery, 4 p. 160
  3. Sifa, R.; Demediuk, A. and Drachen, A. (2020) Game Analytics Workshop. IEEE Conference on Games.
  4. Walker, J.; Drachen, A.; Demediuk, S. and Block, F. (2019) Esports Research: Challenges, Advances and Opportunities. https://ieee-cog.org/2019/assets/sp-session-esports-cfp.pdf. IEEE Conference on Games 2019 (London, UK)
  5. Kirman, B. et al. (+17 authors) (2020): Weavr Companion App: Data-driven Storytelling for Live Esports Events. Workshop paper. In Proceedings of Be Part Of It: Spectator Experience in Gaming and eSports. Workshop at CHI 2020 (virtual event) [https://seegamesws.wordpress.com/]
  6. Nacke, L. E.; Mirza-Babaei, P.; Drachen, A. (2018) User Experience (UX) Research in Games. ACM CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland. https://chi2019.acm.org/accepted-courses/
  7. Deterding, S.; Medler, B.; Flick, C.; Drachen, A.; van Roessel, L. & Zagal, J. P. (2018): The Coming Sh*t Storm? Game Research and Design Ethics after Facebook. Panel. Proceedings of the ACM Foundations of Digital Games Conference, 2018.
  8. Nacke, L. E.; Mirza-Babaei, P.; Drachen, A. User Experience (UX) Research in Games. ACM CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland. www.gurbook.com
  9. Nacke, L. E.; Mirza-Babaei, P.; Moser, C.; Abney, A.; Drachen, A. & Zhenyu, Z. (2016): Lightweight Games User Research for Indies and Non-Profit Organizations. Workshop short paper, in proceedings for CHI 2016, San Diego, California, USA.
  10. Mirza-Babaei, P.; Johnson, D.; Drachen, A.; Lynn, J. & Medler, B. (2014): Games User Research and Analytics. Workshop at CHIPLAY, Toronto, Canada.
  11. Seif El-Nasr, M., Desurvire, H., Nacke, L., Drachen, A., Calvi, L., Isbister, K. & Bernhaupt, R. (2012). Game User Research. Proceedings of the 2012 ACM CHI Annual Conference on Human Factors in Computing Systems Extended Abstracts, 2012.
  12. Calvi, L., Nacke, L. & Drachen, A. (2011): Evaluating Player Experience in Games. The 6th International Conference on the Foundations of Digital Games Workshop. Bordeaux, France. ACM.
  13. Seif El-Nasr, M., Desurvire, H., Nacke, L., Drachen, A., Bernhaupt, R., Isbister, K. & Calvi, L. (2012): CHI-GUR (Game User Research): Exploring Methodologies. CHI 2012, Austin, TX.
  14. Drachen, A., Nacke, L., Seif El-Nasr, M., Desurvire, H., Bernhaupt, R., Isbister, K. & Calvi, L. (2011): Player Experience and Game User Research Workshop. In conjunction with the Foundations of Digital Games Conference, 2012.
  15. Drachen, A. & Canossa, A. (2009): Analyzing User Behavior via Gameplay Metrics. Extended abstract, in Proceedings of ACM FUTURE PLAY/Game Developers Conference Canada 2009, ACM. DOI: 10.1145/1639601.1639613.
  16. Nacke, L., Ambinder, M., Canossa, A., Drachen, A., Mandryk, R., Pinelle, D. & Stach, T. (2009): Future Play Panel: Game Metrics and Biometrics: The Future of Player Experience Research. May 13, 2009. Conference on Future Play 2009.
  17. Nacke, L., Drachen, A., Korhonen, H., Kuikkaniemi, K., Niesenhaus, J., van den Hoogen, W. Poels, K., IJsselsteijn, W. & de Kort, Y. (2009): DiGRA Panel: Playability and Player Experience Research. September 1, 2009. DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, Brunel University, West London, UK.
  18. Drachen, A.; Eladhari, M.; Copier, M.; Hitchens, M.; Stenros, J. & Montola, M. (2009): Role-Playing Games – The State of Knowledge. Panel, in Proceedings of DiGRA 2009 (London, England), DiGRA Publishers.
  19. Nacke, L.; Drachen, A.; Kuikkaneiemi, K.; Niesenhaus, J.; van den Hoogen, W. & Korhonen, H. (2009): Playability and Player Experience Research. Panel, in Proceedings of DiGRA 2009 (London, England), DiGRA Publishers.
  20. Nacke, L.; Armbinder, M.; Canossa, A., Drachen, A.; Mandryk, R. & Pinelle, D. (2009): Game Metrics and Biometrics: The Future of Player Experience Research. Panel, in Proceedings of Future Play/GDC Canada 2009, ACM Publishers.
  21. Aylett, R., Louchart, S., Tychsen A., Hitchens M. & Figueiredo R. (2009): Shaping Character-Based Narrative. In proceedings of the NILE 2008 Conference.
  22. Tychsen, A. & Heide-Smith, J. (2008): Analyzing player communication in online games. Abstract, AOIR 2008, Copenhagen, Denmark.
  23. Brolund, T.; Both, D.; Biro P. & Tychsen, A. (2007): Damselfish metabolic adaptation to changes in temperature. Abstract, Australian Marine Sciences Association Conference 2007, Melbourne, Australia.
  24. Tychsen, A. (2005). Tales for the many: Storytelling in RPGs, LARPs and MMORPGs, Abstract, DiGRA 2005 Conference, Vancouver, Canada.
  25. Harper, D. A. T. & Tychsen, A. (2004). The Orthida: Disparity, diversity and distributional dynamics in a Palaeozoic brachiopod clade. In: Munnecke, A., Servais, T. and Schubert, C. (Eds.): Proceedings of the 2004 IGCP International Symposium on Early Palaeozoic Palaeogeography and Palaeoclimate, p. 40.
  26. Kleffner, M. A.; Barrick, J. E. & Tychsen, A. (2004). Conodont-, graptolite-, and chitinozoa-based Silurian composite developed using graphic correlation aids new calibration of current Silurian chronostratigraphy. In: Geological Association of Canada, Mineralogical Association of Canada 2004 Joint Annual Meeting Abstracts Volume (ISBN 0-919216-97-8), p. 96.

  WHITE PAPERS AND TECHNICAL REPORTS 

  1. Zendle, D. & Drachen, A.(2023): The Rise of Game Data. Digital Observatory (York, UK), April 21 st. Available from: digitalobservatory.com
  2. Drachen, A. & Zendle, D. (2023): New EU Commission report on games has serious methodological
    flaws. Comment, Digital Observatory Research Cluster. Available from: digitalobservatory.com
  3. Drachen, A. & Zendle, D. (2023): The Lockdown Paradox: Why COVID-19 Policies Did not Lead to
    Excessive Gaming. White paper, Digital Observatory Research Cluster. Available from:
    digitalobservatory.com.
  4. Drachen, A. & Zendle, D. (2023): The 6th Wave: The New Role of Game Data Across Industry and Society, Digital Observatory (York, UK), April 21 st , 2023. Available from: digitalobservatory.com
  5. Zendle, D. & Drachen, A. (2023): No Evidence of Reduction in Heavy Mobile Gaming Following Chinese Playtime Mandates: Implications for Online Gaming Regulation. White paper, Digital Observatory. Available from: digitalobservatory.com
  6. Drachen, A. & Zendle, D. (2022): Cracking the code of mobile game monetization. White paper, Digital Observatory. Available from: digitalobservatory.com
  7. Drachen, A. & Zendle, D. (2022):Expanding Horizons in the World of Mobile Gaming. White paper, Digital Observatory. Available from: digitalobservatory.com
  8. Flick, C., Zendle, D. & Drachen, A. (2021): Non-Fungible Tokens & Video Games. White paper, Digital Observatory. Available from: digitalobservatory.com
  9. Ingram, C. & Drachen, A. (2020): How do Software Professionals use Local Information Meetups? Digital Creativity Labs, University of York, 7th July 2020.
  10. Hodge, V. J.; Devlin, S. M.; Sephton, N. J.; Block, F. O.; Drachen, A. & Cowling, P. I. Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games. ArXiv 1711.06498, 20th November 2017.
  11. Tychsen, A. (2006). Enhancing MMOG world design with believability – Utilizing natural science principles and methods in MMOGs. 17 pp. Macquarie University Department of Computing Report No. C/IR06-02.
  12. Tychsen, A. (2005). Reefworld. Education, Entertainment and Research in a Virtual Reef Environment. 18 pp. Macquarie University Department of Computing Report No. C/IR06-01.

    PEER-REVIEWED MAGAZINE PUBLICATIONS 

  1. Brolund, T. M.; Tychsen, A. & Arvedlund, M. (2004). An assemblage of the host anemone Heteractis magnifica in the northern Red Sea, Marine Biology Association Newsletter, no. 31, p. 3.
  2. Brolund, T.M.; Tychsen, A. & Arvedlund, M. (2003). The Anemone City of Sinai. Naturens Verden 86 (9): 30-40. In Danish
  3. Tychsen, A.; Brolund, T. M.; Hermansen, T. D.  & Arvedlund M. (2003). The Deep Blue. Naturens Verden 86 (9): 2-11. In Danish
  4. Hermansen T.D.; Tychsen A.; Brolund T. M. & Arvedlund M. (2003). Cnidae – nature’s explosive rocket batteries. Naturens Verden 86 (10): 3-11. In Danish

EDITOR REVIEWED MAGAZINE/NEWSPAPER/EXTERNAL BLOG ARTICLES, EXAMPLES [Total production 100+ of various sizes and types, in Danish and English]

  1. Drachen, A.: Behavioral Profiling: how to Build Useful Player Models. Gamasutra. Featured Post. 16th Jan 2018. URL: https://www.gamasutra.com/blogs/AndersDrachen/20180116/313099/Behavioral_Profiling_How_to_Build_Useful_Player_Models.php
  2. Zhai, K.; Pawlakos, E.; Jha, R.; Naranyanan, S.; Sifa, R.; Klabjan, D. and Drachen, A.: Building a Recommender System for Destiny Players. Gamasutra. Featured Post. 03th Jan 2018. URL: https://www.gamasutra.com/blogs/AndersDrachen/20180103/312431/Building_a_Recommender_System_for_Destiny_Players.php
  3. Drachen, A. and Block, F. Esports Personalities Debate the Future at University of York. Press Release. Digital Creativity Labs. 7th February 2018.
  4. Cowling, P.; Drachen, A. and Kokkinakis, A.: Why video games could be the new IQ tests. The Conversation. 17th Nov 2017. URL: https://theconversation.com/why-video-games-could-be-the-new-iq-tests-87625
  5. Drachen, A. MOBAs and brains: A link between skill and intelligence. Andersdrachen.com, 16th Nov 2017. URL: https://andersdrachen.com/2017/11/16/mobas-and-brains-a-link-between-skill-and-intelligence/
  6. Drachen, A. Behavioral Profiling in Games. Andersdrachen.com, 2nd Nov 2017. https://andersdrachen.com/2017/11/02/behavioral-profiling-in-games/
  7. Drachen, A.: Bringing Esports Analytics to Life. Andersdrachen.com, 29th Oct 2017. URL: https://andersdrachen.com/2017/10/29/bringing-esports-analytics-to-life/
  8. Drachen, A.; Block, F. and Brassington, E.: Esports. Digital Creativity Labs. 27th June 2017. URL: http://digitalcreativity.ac.uk/esports
  9. Block, F. and Drachen, A.; Brassington, E.: ESL and University of York Announce World-First Collaboration. June 27th 2017. Digital Creativity Labs, Press Release. URL: http://digitalcreativity.ac.uk/news/world-first-collaboration-esports
  10. Drachen, A.; Block, F. and Brassington, E.: Esports Research. Digital Creativity Labs. 27th June 2017. URL: http://digitalcreativity.ac.uk/esports-research
  11. Block, F.; Devlin, S.; Hodge, V. and Drachen, A.: Win prediction in esports. Digital Creativity Labs. June 27th 2017. URL: http://digitalcreativity.ac.uk/projects/win-prediction-esports
  12. Drachen, A.; Block, F. and Brassington, E.: Esports: Facts and Figures. Digital Creativity Labs. 27th June 2017. URL: http://digitalcreativity.ac.uk/esports-facts-figures
  13. Block, F. and Drachen, A.: Esports Analytics: How do we provide analytical support to players and teams? Digital Creativity Labs. 27th June 2017. URL: http://digitalcreativity.ac.uk/projects/esports-analytics-how-do-we-provide-analytical-support-players-and-teams
  14. Drachen, A.: The way we play computer games is so predictable. University of York Research Theme, September 2017 [URL: https://www.york.ac.uk/research/themes/computer-games-playstyles/]
  15. Drachen, A.: How long will you keep playing? The game knows. The Conversation. August 2017 [URL: https://theconversation.com/how-long-will-you-keep-playing-the-game-knows-82660]
  16. Block, F., Drachen, A.: Opinion: The case for data in esports. Develop Online, August 2017 [URL: http://www.develop-online.net/opinions/opinion-the-case-for-data-in-esports/0234034]
  17. Drachen, A., Guenter Wallner, Johanna Pirker, Rafet Sifa and Andre Rattinger: Playing with Friends in Destiny. Gamasutra, November 2016. [URL: http://www.gamasutra.com/blogs/edit/blog/item/286112/index.php]
  18. Drachen, A. James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa and Diego Klabjan.: Guns and Guardians: Playstyles in Destiny. Gamasutra, November 2016. [URL: http://www.gamasutra.com/blogs/AndersDrachen/20161103/284767/Guns_and_Guardians_Playstyles_in_Destiny.php]
  19. Drachen, A., Eric T. Lundquist, Yungjen Kung, Pranav Rao, Rafet Sifa, Julian Runge and Diego Klabjan: Rapid Retention Prediction in Mobile Games. Gamasutra, November 2016. [URL: http://www.gamasutra.com/blogs/AndersDrachen/20161102/284620/Rapid_Retention_Prediction_in_Mobile_Games.php]
  1. Drachen, A.: Player Profiling: Bridging the Gap Between Users and Analytics. Anders Drachen looks at what data can teach us about gamers. January 2016. Innovation Enterprise. [URL: https://channels.theinnovationenterprise.com/articles/player-profiling-bridging-the-gap-between-users-and-analytics]
  2. Drachen, A., Bauckhage, C. and Rafet, S.: The Playtime Principle: Mining 5 Billion Hours of Play on Steam. July 2014. Gamasutra. [URL: http://www.gamasutra.com/blogs/AndersDrachen/20140707/220410/The_Playtime_Principle_Mining_5_Billion_Hours_of_Play_on_Steam.php]
  3. Drachen, A., Bauckhage, C. and Rafet, S.: Introducing Clustering IV: The Case of Tera Online. June 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140520/218162/Introducing_Clustering_II_Clustering_Algorithms.php]
  4. Drachen, A., Bauckhage, C. and Rafet, S.: Introducing Clustering III: Challenges and Pitfalls. May 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140520/218162/Introducing_Clustering_II_Clustering_Algorithms.php]
  5. Drachen, A., Bauckhage, C. and Rafet, S.: Introducing Clustering II: Clustering Algorithms. May 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140520/218162/Introducing_Clustering_II_Clustering_Algorithms.php]
  6. Drachen, A., Bauckhage, C. and Rafet, S.: Introducing Clustering I: Behavioral Profiling for Game Analytics. May 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140513/217620/Introducing_Clustering_I_Behavioral_Profiling_for_Game_Analytics.php]
  7. Drachen, A.; Riley, J. and Baskin, S. Economic Research on MMORPGs: A Very Quick Overview. May 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140509/217381/Economic_Research_on_MMORPGS_A_Very_Quick_Overview.php]
  8. Drachen, A.; Riley, J. and Baskin, S. Visualizing Dynamic Behavior Flow. April 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140410/215252/Visualizing_Dynamic_Behavior_Flow.php]
  9. Drachen, A.; Riley, J. and Baskin, S. Analysing Auctions: The Case of Glitch. March 2014. Gamasutra. [URL: http://gamasutra.com/blogs/Andersdrachen/20140326/213907/Analysing_Auctions_The_Case_of_Glitch.php]
  10. Drachen, A. What’s in a World of Warcraft character’s name? September 2013, Gamasutra [URL: http://www.gamasutra.com/blogs/AndersDrachen/20130911/200000/An_Investigation_of_World_of_Warcraft_Character_Names.php]
  11. Drachen, A. An Investigation of World of Warcraft Names. Expert Blog Post. Gamasutra, September 2013 [URL: http://www.gamasutra.com/blogs/AndersDrachen/20130911/200000/An_Investigation_of_World_of_Warcraft_Character_Names.php]
  12. Drachen, A., Seif El Nasr, M. and Canossa, A. Introduction to User Analytics. May 2013, Game Developer Magazine (feature, later published on Gamasutra). [URL: http://www.gamasutra.com/view/feature/193241/intro_to_user_analytics.php]
  13. Drachen, A. (2012). Beyond the Heatmap. Feature, Game Developer Magazine, August 2012.
  14. Tychsen, A. (2008). Innovations In Character: Personalizing RPGs, Retaining Players. Feature, Gamasutra, July 2008. [URL: http://www.gamasutra.com/view/feature/3704/innovations_in_character_.php]
  15. Tychsen, A. (2006). I know your game – games and artificial intelligence. JumpButton Magazine, no. 2, July 22nd, 2006 [URL: http://jumpbuttonmag.com/?p=23].
  16. Tychsen, A. (2006). A 20/20 View Of The Future. Information Age, Magazine of the Australian Computer Society, 18th October 2006 [URL: http://www.infoage.idg.com.au/index.php/id;1462738061;fp;4;fpid;528913576].
  17. Brolund, T. M. & Tychsen, A. (2006). The Diabetes Controversy. International X-Ray, no. 14, 2006, 70-73. [URL: http://www.xray-mag.com/pdfs/xray14/X-Ray14.pdf].

  CREATIVE ACCOMPLISHMENTS

  1. Tychsen, A. (1999). Ice cream – all about ice cream and desserts. Gyldendal Publishers, 155 pp.

    THESES AND MONOGRAPHS

  1. Tychsen, A. (2008). Play Story. Communication, Character and Cross-Platform Gaming Experiences in Multi-Player Role-Playing Games. 279 pp. PhD-thesis. Macquarie University, Sydney, Australia.
  2. Tychsen, A. (2004). Time trends, Environmental and Biogeographical Analyses of the Early Palaeozoic Brachiopod Fauna: Development and Interrogation of a Palaeofaunal Database. 317 pp., 2 volumes. Cand. Scient. (MSc.)-thesis. University of Copenhagen, Copenhagen, Denmark.
  3. Tychsen, A. (2001). The Madagascar Controversy. 170 pp. Bachelor of Science (BSc.)-thesis, University of Copenhagen, Copenhagen, Denmark.

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