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USING PATTERN MATCHING TO ASSESS GAMEPLAY RODNEY D. MYERS, PH.D. INDEPENDENT SCHOLAR THEODORE W. FRICK, PH.D. PROFESSOR EMERITUS, INDIANA UNIVERSITY 1

Using Pattern Matching to Assess Gameplay

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In this study, Analysis of Patterns in Time (APT) is used to analyze gameplay to provide evidence of a learner’s understanding of concepts modeled in a game. Gameplay data form an APT map of joint and sequential patterns. An algorithm compares these patterns with patterns based on optimal strategies derived from the game’s conceptual model. We discuss the results of using APT for analysis of game sessions of the online Diffusion Simulation Game. Ted Frick and I presented this at the November, 2014 AECT conference in Jacksonville, FL.

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Page 1: Using Pattern Matching to Assess Gameplay

USING PATTERN

MATCHING TO

ASSESS

GAMEPLAY

RODNEY D. MYERS, PH.D.

INDEPENDENT SCHOLAR

THEODORE W. FRICK, PH.D.

PROFESSOR EMERITUS, INDIANA UNIVERSITY

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Page 2: Using Pattern Matching to Assess Gameplay

INTRODUCTION

Using Analysis of Patterns in Time (APT) to measure and

analyze a learner’s interactions with a serious game.

• Overview of MAPSAT and APT

• Comparison with traditional methods

• Examples and explanations

• Case Study

• The Diffusion Simulation Game and diffusion of

innovations theory

• Using APT to analyze gameplay data

• Using APT for Formative Assessment

• Concluding Remarks

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Page 3: Using Pattern Matching to Assess Gameplay

OVERVIEW OF MAPSAT

Map & Analyze Patterns & Structures Across Time: 2 methods

• Analysis of Patterns in Time (APT)

• Analysis of Patterns in Configuration (APC)

APT

• Different approach to measurement and analysis

• Create a temporal map which characterizes temporal events

• Look for temporal patterns within a map

• Count them (event pattern frequency)

• Estimate likelihood (relative frequency)

• Aggregate time (event pattern duration)

• Estimate proportion time (relative pattern duration)

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Page 4: Using Pattern Matching to Assess Gameplay

HOW IS APT

DIFFERENT?

• Traditional quantitative methods of measurement and

analysis

• Obtain separate measures of variables for each case

• Statistically analyze relations among measures

• We relate measures

Example of spreadsheet data:

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Page 5: Using Pattern Matching to Assess Gameplay

HOW IS APT

DIFFERENT?

• Analysis of Patterns in Time

• Create temporal map for each case

• Query temporal map for patterns

• We measure relations directly

Example of spreadsheet data:

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Map Query 1 Query 2

1 0.30 0.58

2 0.25 0.67

3 0.40 0.56

Page 6: Using Pattern Matching to Assess Gameplay

WHAT IS A TEMPORAL

MAP?

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Example of temporal map of weather

JTE Unix Epoch

Time Started:

Duration of

JTE

Season

of Year

Air

Temperature

(degrees F)

Barometric

Pressure

(p.s.i.)

Precipitation Cloud

Structure

1 1417436508:

dur. = 1470

{ Fall { 33 { Above 30 { Null { Cirrus

2 1417437978:

dur. = 2277

| | { Below 30 | |

3 1417440255:

dur. = 2554

| | | | { Nimbus

Stratus

4 1417442809:

dur. = 794

| | | { Rain |

5 1417443603:

dur. = 1095

| { 32 | | |

6 1417444698:

dur. = 477

| | | { Sleet |

Page 7: Using Pattern Matching to Assess Gameplay

CODEBOOK FOR

OBSERVING WEATHER

EVENTS

Classification 0 Name: Season of Year

Classification Value Type = Nominal

Number of categories (temporal event values) = 5

Category 0 = Null

Category 1 = Fall

Category 2 = Winter

Category 3 = Spring

Category 4 = Summer

Classification 1 Name: Air Temperature

Classification Value Type = Interval

Units of measure = degrees Fahrenheit

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Page 8: Using Pattern Matching to Assess Gameplay

CODEBOOK FOR

OBSERVING WEATHER

EVENTS

Classification 2 Name: Barometric Pressure

Classification Value Type = Ordinal

Number of categories (temporal event values) = 3

Category 0 = Null

Category 1 = Above 30 psi

Category 2 = Below 30 psi

Classification 3 Name: Precipitation

Classification Value Type = Nominal

Number of categories (temporal event values) = 4

Category 0 = Null

Category 1 = Rain

Category 2 = Sleet

Category 3 = Snow

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Page 9: Using Pattern Matching to Assess Gameplay

QUERY A TEMPORAL

MAP: EXAMPLE

Query 1. Here is a 2-phrase APT Query:

WHILE the FIRST Joint Temporal Event is true (Phrase 1):

Season of Year is in state starting or continuing, value = FallBarometric Pressure is in state starting or continuing, value = Below 30Cloud Structure is in state starting or continuing, value = Nimbus Stratus

• Duration when Phrase 1 is True = 13,436 seconds (out of 19,584 seconds total). Proportion of Time = 0.68607

• Joint Event Frequency when Phrase 1 is True = 12 (out of 18 total joint temporal events). Proportion of JTEs = 0.66667

THEN while the NEXT Joint Temporal Event is true (Phrase 2):

Season of Year is in state starting or continuing, value = FallBarometric Pressure is in state starting or continuing, value = Below 30Precipitation is in state starting or continuing, value = RainCloud Structure is in state starting or continuing, value = Nimbus Stratus

• Duration when Phrase 2 is True = 4,086 seconds (out of 19,584 seconds total), given all prior phrases are true. Proportion of Time = 0.20864

• Joint Event Frequency when Phrase 2 is True = 3 (out of 18 total joint temporal events), given all prior phrases are true. Proportion of JTEs = 0.16667

• Conditional joint event duration when Phrase 2 is true, given all prior phrases are true = 0.30411 (4,086 out of 13,436 seconds (time units).

• Conditional joint event frequency when Phrase 2 is true, given all prior phrases are true = 0.25000 (3 out of 12 joint temporal events).

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Page 10: Using Pattern Matching to Assess Gameplay

RESULT OF QUERY FOR

APT PATTERN IN

TEMPORAL MAP

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Map Query 1 Query 2

1 0.30 0.58

2 0.25 0.67

3 0.40 0.56

The conditional joint event duration of the 2-phrase

pattern specified in Query 1 becomes the measure

that is entered into the spreadsheet

Thus, the variable is the pattern specified Query 1

and its value is 0.30.

Page 11: Using Pattern Matching to Assess Gameplay

DEMO OF APT QUERIES

ON WEATHER PATTERNS

If we have a good Internet connection:

https://www.indiana.edu/~simed/aptdemo/aptdsg.php

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Page 12: Using Pattern Matching to Assess Gameplay

EXAMPLE OF APT TEMPORAL

MAP FOR THE DIFFUSION

SIMULATION GAME

If we have a good Internet connection:

https://www.indiana.edu/~simed/aptmultimap/aptdsg.php

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Page 13: Using Pattern Matching to Assess Gameplay

THE DIFFUSION SIMULATION

GAME & DOI THEORY

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Case Study: Using APT for Serious Games Analytics

Diffusion Simulation Game (DSG)

Page 14: Using Pattern Matching to Assess Gameplay

USING APT TO ANALYZE

GAMEPLAY DATA

Generalizations from

DOI theory

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DSG activities

Adopter types

Decision phases

Example:

Mass media should be

effective in spreading

knowledge about an

innovation, especially

among innovators and

early adopters

Local Mass Media & Print

Innovators & Early Adopters

Awareness & Interest

9 strategies: patterns of joint occurrences

file:///Users/tedfrick/Documents/AECT%202014/View%20Temporal%20Map%

20DSG%20MultiMap.html

Page 15: Using Pattern Matching to Assess Gameplay

USING APT TO ANALYZE

GAMEPLAY DATA

• Revised DSG to require login to track changes in

gameplay over time

• Reviewed “finished” games

• 109 players finished 1 or more games

• 27 players finished 2 or more games

• 14 players finished 3 or more games

• Selected 3 players to serve as examples

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Page 16: Using Pattern Matching to Assess Gameplay

GAME OUTCOMES

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Game Outcome Adoption Points

Maximally Successful 220

Highly Successful 166 – 219

Moderately Successful 146 – 165

Unsuccessful 0 - 145

Game Outcomes

Player 1 Un Un Un Md

Player 2 Un Un Md Hi Md Hi Md Un Hi Hi Hi

Player 3 Un Hi Md Hi Mx Hi

Page 17: Using Pattern Matching to Assess Gameplay

EXAMPLE QUERY

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Query Result for Player 1, Game 3

WHILE the FIRST Joint Temporal Event is true (Phrase 1):

Diffusion Activity is in state starting or continuing, value = Local Mass

Media

Turn Rank is in state starting or continuing, value <= 3

• Duration when Phrase 1 is True = 1 moves (out of 59 DSG moves

total). Proportion of Time = 0.02222

• Joint Event Frequency when Phrase 1 is True = 1 (out of 74 total joint

temporal events). Proportion of JTEs = 0.01351

Page 18: Using Pattern Matching to Assess Gameplay

EXAMPLE QUERY

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Player 1 Un Un Un Md

Overall 0.00 0.00 0.03 0.03

High 0.00 0.00 0.02 0.03

Low 0.00 0.00 0.02 0.00

Player 2 Un Un Md Hi Md Hi Md Un Hi Hi Hi

Overall 0.00 0.05 0.03 0.07 0.05 0.06 0.04 0.05 0.02 0.10 0.10

High 0.00 0.00 0.00 0.02 0.02 0.02 0.02 0.00 0.00 0.05 0.05

Low 0.00 0.00 0.00 0.00 0.02 0.00 0.00 0.02 0.00 0.02 0.02

Player 3 Un Hi Md Hi Mx Hi

Overall 0.02 0.07 0.10 0.10 0.05 0.09

High 0.02 0.02 0.03 0.03 0.03 0.03

Low 0.00 0.05 0.05 0.08 0.03 0.06

Use of Local Mass Media activity by game outcome and strategy

rank for turn.

Page 19: Using Pattern Matching to Assess Gameplay

USING APT FOR FORMATIVE

ASSESSMENT DURING GAMEPLAY

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• Summative

• Used by instructor and/or learner

• Evidence of understanding and application

• Formative

• Dynamic analysis of gameplay

• Provide scaffolds (e.g., hints, coaching)

• Requested by learner

• Before turn: hint

• After turn: explanation or prompt for reflection

• Analyze prior gameplay maps

• Identify persistent misconceptions

Page 20: Using Pattern Matching to Assess Gameplay

USING APT FOR FORMATIVE

ASSESSMENT DURING GAMEPLAY

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Generalization 5-13: Mass media channels are relatively more

important at the knowledge stage, and interpersonal channels

are relatively more important at the persuasion stage in the

innovation-decision process (p. 205).

Generalization 7-22: Earlier adopters have greater exposure to

mass media communication channels than do later adopters (p.

291).

Player 3 Un Hi Md Hi Mx Hi

Overall 0.02 0.07 0.10 0.10 0.05 0.09

High 0.02 0.02 0.03 0.03 0.03 0.03

Low 0.00 0.05 0.05 0.08 0.03 0.06

Poor use of

mass media

Page 21: Using Pattern Matching to Assess Gameplay

CONCLUDING REMARKS

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“Using Pattern Matching to Assess Gameplay”

to be published in:

Loh, C. S., Sheng, Y., & Ifenthaler, D. (Eds.). (2015). Serious

game analytics: Methodologies for performance

measurement, assessment, and improvement. New York, NY:

Springer.

Contact us:

Rod Myers – [email protected]

Ted Frick – [email protected]