talking to other avatars, flying on a dragon's
back etc.).
To avoid overload of the game
service's logging mechanism, it has to collect
events in memory for a period t
collect
, then pos-
sibly prune events of less importance and write
the important events during the period t
collect
to the log.
If t
collect
is relatively short (e.g.
1s or less, depending on game type), we pro-
pose that game log entries (from possibly sev-
eral players) collected in that period can have
an arbitrary order as the case for web logs. The
reason for this is to avoid costly synchroniza-
tion in parallel implementations.
4.3
Player Information Attributes
This section describes information attributes of
the player the human customer of the gaming
service.
Player identification
The user's IP address is the simplest identifi-
cation mechanism in web usage mining. How-
ever, since many users can have the same IP
address (e.g. if surfing through a firewall or
proxy gateway), the IP address may not pro-
vide a unique user identification.
User identification can be improved by us-
ing cookies (small information files residing at
the user's browser which can be written to and
read by the web server), but cookies have got-
ten a lot of critics due to privacy issues. This
has resulted in that many users disable the
cookie support in their browsers.
Player identification (player
id
) is in games
is usually much simpler, since the player is be-
coming uniquely identified when entering the
game (e.g. by username or by mobile phone
number) and stays identified the whole play-
ing session.
Player Position
For wireless games, the position player
pos
of
the (human) player may be possible to detect
(e.g. using GPS positions obtained from the
player's wireless device). With the player
pos
,
interesting attributes such as player
speed
and
player
direction
can be estimated (during a ses-
sion), this can possibly add useful knowledge
in a game usage mining context.
Player Characteristics
On the web it is possible to get user system
characteristics such as browser version and op-
erating system from the extended web log for-
mat.
Games on the other hand, can possibly ob-
tain more interesting data about users, in-
formation might include the player's real-life
name, address, e-mail, connecting IP address
etc (based on manual input by the player when
registering).
4.4
Avatar Information Attributes
This section describes information attributes
of the avatar the virtual character that the
player controls in the game.
Avatar Actions
A web browsing user generates actions in form
of HTTP requests, the most frequent request-
type is "GET" used to retrieve pages or ob-
jects, but also "POST" and "HEAD" occur
relatively frequently.
Action types (avatar
action
) in games are
usually much more plentiful and represented as
verbs, examples include "jump", "fire", "walk"
and "say" etc.
Parameters of Avatar Actions
Parameters of an action in web browsing are
usually an encoded path requesting a particu-
lar HTML file, application/script or multime-
dia object. This path may contain its own pa-
rameters, e.g. if the path requests a script that
sets some variables.
Examples
of
action
parameters
(avatar
actionparameters
)
in
games
include:
natural language or slang phrases (corre-
sponding to action "say"), power or distance
(corresponding to action "fire").
Paper E
103