We use data from Xbox games to investigate the impact of social play, retention of players, and usage of game features. All this can help to inform engineering decisions during game development.
Gifford Cheung, Thomas Zimmermann, and Nachiappan Nagappan, The First Hour Experience: How the Initial Play can Engage (or Lose) New Players, in CHI PLAY '14: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM – Association for Computing Machinery, October 2014.
Emerson Murphy-Hill, Thomas Zimmermann, and Nachiappan Nagappan, Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?, in Proceedings of the 36th International Conference on Software Engineering (ICSE 2014), ACM, June 2014.
Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, and Tyson Solberg, Off With Their Assists: An Empirical Study of Driving Skill in Forza Motorsports 4, in Proceedings of the 9th International Conference on the Foundations of Digital Games (FDG 2014), April 2014.
Jeff Huang, Thomas Zimmermann, Nachiappan Nagappan, Charles Harrison, and Bruce Phillips, Mastering the Art of War: How Patterns of Gameplay Influence Skill in Halo, in Proceedings of the International Conference on Human Factors in Computing Systems (CHI 2013), ACM, April 2013.
Kenneth Hullett, Nachiappan Nagappan, Eric Schuh, and John Hopson, Empirical Analysis of User Data in Game Software Development, in Proceedings of Empirical Software Engineering and Measurement, ACM, 25 September 2012.
Thomas Zimmermann, Bruce Phillips, Nachiappan Nagappan, and Chuck Harrison, Data-Driven Games User Research, in Proceedings of the CHI Workshop on Game User Research (CHI-GUR 2012), May 2012.
Kenneth Hullett, Nachiappan Nagappan, Eric Schuh, and John Hopson, Data Analytics for Game Development (NIER Track), in Proceedings of the International Conference on Software Engineering, ACM, May 2011.