Evaluating motion: spatial user behaviour in virtual environments

Abstract
User-behaviour analysis has only recently been adapted to the context of the virtual world domain and remains limited in its application. Behaviour analysis is based on instrumentation data, automated, detailed, quantitative information about user behaviour within the virtual environment (VE) of digital games. A key advantage of the method in comparison with existing user-research methods, such as usability- and playability-testing is that it permits very large sample sizes. Furthermore, games are in the vast majority of cases based on spatial, VEs within which the players operate and through which they experience the games. Therefore, spatial behaviour analyses are useful to game research and design. In this paper, spatial analysis methods are introduced and arguments posed for their use in user-behaviour analysis. Case studies involving data from thousands of players are used to exemplify the application of instrumentation data to the analysis of spatial patterns of user behaviour.