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Toward Telemetry-driven Analytics for Understanding Players and their Avatars in Videogames

Published: 18 April 2015 Publication History

Abstract

A great deal of research has gone into understanding the relationships between social behaviors, player preferences, and identities in both real-world and virtual environments. In this works-in-progress report, we describe AIRvatar, a tool that telemetrically collects data such as session-based time durations and click events during the process of avatar customization within a videogame of our own creation. We present results from a user-study of 181 players, highlighting how social phenomena such as gender-related stereotypes of users can be revealed, particularly when players' self-identified real world genders contrast with the gender identities of their avatars.

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  • (2024)ProvenanceWidgets: A Library of UI Control Elements to Track and Dynamically Overlay Analytic ProvenanceIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345614431:1(1235-1245)Online publication date: 9-Sep-2024
  • (2023)Interacting with Masculinities: A Scoping ReviewExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585770(1-12)Online publication date: 19-Apr-2023
  • (2017)Reimagining the avatar dreamCommunications of the ACM10.1145/309834260:7(50-61)Online publication date: 26-Jun-2017
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Published In

cover image ACM Conferences
CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems
April 2015
2546 pages
ISBN:9781450331463
DOI:10.1145/2702613
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 April 2015

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Author Tags

  1. avatars
  2. computer games
  3. gender representation
  4. identity
  5. telemetry

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  • Work in progress

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CHI '15
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CHI '15: CHI Conference on Human Factors in Computing Systems
April 18 - 23, 2015
Seoul, Republic of Korea

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CHI EA '15 Paper Acceptance Rate 379 of 1,520 submissions, 25%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

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Cited By

View all
  • (2024)ProvenanceWidgets: A Library of UI Control Elements to Track and Dynamically Overlay Analytic ProvenanceIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345614431:1(1235-1245)Online publication date: 9-Sep-2024
  • (2023)Interacting with Masculinities: A Scoping ReviewExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585770(1-12)Online publication date: 19-Apr-2023
  • (2017)Reimagining the avatar dreamCommunications of the ACM10.1145/309834260:7(50-61)Online publication date: 26-Jun-2017
  • (2017)Culturally-Grounded Analysis of Everyday Creativity in Social MediaProceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition10.1145/3059454.3059456(209-221)Online publication date: 22-Jun-2017
  • (2015)Understanding players' identities and behavioral archetypes from avatar customization data2015 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2015.7317944(238-245)Online publication date: Aug-2015

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