![]() ![]() ![]() Gamalyzer displays each play trace as a vertical line, with symbols along the line indicating game events. Moreover, since game actions may already be recorded as part of games’ telemetry and metrics, Gamalyzer is easier to integrate into existing analysis toolchains than state-sequence-based visualizations. ![]() Action sequences directly represent players’ strategic decisions. Unlike previous work on game-independent visualization, we focus on sequences of game actions as opposed to sequences of game states. We present Gamalyzer, a game-independent and efficient visualization of sets of play traces. In doing so we present a contextually aware, time and resource conscious method for conducting remote player studies, useful for game design researchers working outside of labs or investigating alternate design spaces. Through a two-stage player experience case study we reveal methodological considerations, insights, and highlight disciplinary questions. We discuss these issues through a methodological lens, in the study of WORLD4, a game designed for experiences of ambiguity. While such methods provide a useful basis for conducting iterative design studies, these present limitations for researchers seeking to interrogate design approaches outside of conventional assessment models or gameplay paradigms. ![]() These often focus on measuring player experience so a design may be evaluated. Within the game design research field, approaches to studying designs are frequently adapted from standardized player-testing techniques. In this paper we present a qualitative research methodology for conducting scholarly remote player studies, derived from a comparison of player-testing protocols. ![]()
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