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Dylan Rogerson (Lead Data Scientist, Activision)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Design, Programming
Vault Recording: TBD
Audience Level: All
Games are meant to be fun right? But how do you measure fun? How do you quantify emotion? Well you can start by simply asking people.
In this talk, Activision's Lead Data Scientist, Dylan Rogerson, will share how the 'Call of Duty' Analytics Team turned in-game fun surveys into actionable insights, predicting what factors (such as disconnecting from the game, playing with certain maps, individual and team performance) would lead to players having a fun game. Through this lens you can also begin to turn insights like these into game design focused experiments with fun as the key measurement.
Dylan will also go over proper survey design, analytic techniques that account for debiasing, identifying a good experiment and of course, what leads to a fun game of 'Call of Duty'.
The audience will take away how measurable fun can be the most powerful point of data you'll ever capture, how to work with that data using specific analytic techniques, and how to drive better insights into the design of games.
The intended audience is meant to be general, though a small amount of background with math or analytics will help through some of the more technical parts of the talk. Familiarity with basic concepts of metrics or metrics tracking will help as well, but is not necessary.