DocumentCode
3328715
Title
Software Analytics for Digital Games
Author
Zimmermann, Thomas
Author_Institution
Microsoft Res., Redmond, WA, USA
fYear
2015
fDate
18-18 May 2015
Firstpage
1
Lastpage
2
Abstract
Software and its development generates an inordinate amount of data. Development activities such as check-ins, work items, bug reports, code reviews, and test executions are recorded in software repositories. User interactions that reflect how customers experience software are recorded in telemetry data, run-time traces, and log files and helps to track application and feature usage and expose performance and reliability. Software analytics takes this data and turns it into actionable insight to better inform decisions related to software. In this talk, I will summarize our efforts in the area of software analytics with a special focus on digital games. I will present several examples of games studies, which we have worked on at Microsoft Research such as how players are engaged in Project Gotham Racing, how skill develops over time in Halo Reach and Forza Motor sports, and the initial experience of game play. I will also point out important differences between games development and traditional software development. The work presented in this talk has been done by Nachi Nagappan, myself, and many others who have visited our group over the past years.
Keywords
computer games; software engineering; Forza Motorsports; Halo Reach; Microsoft research; Nachi Nagappan; Project Gotham Racing; bug reports; check-ins; code reviews; digital games; log files; run-time traces; software analytics; software development; software repositories; telemetry data; test executions; work items; Committees; Data mining; Games; Software; Software engineering; Software reliability; Telemetry; digital games; software analytics;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Software Engineering (GAS), 2015 IEEE/ACM 4th International Workshop on
Conference_Location
Florence
Type
conf
DOI
10.1109/GAS.2015.8
Filename
7169461
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