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The paper argues that humanities-based videogame research has been slow to adopt Big Data and player analytics, despite the wealth of data popular multiplayer games generate.
The document explores the potential of leveraging data logging platforms and Big Data methodologies for humanities-based videogame research, particularly in multiplayer online games. It argues that while computationally oriented game studies have begun to adopt these approaches, humanities research in the field has lagged despite the availability of data tracking platforms and APIs. The core thesis is that data analytics can provide novel insights into digital life and culture within gaming, complementing traditional qualitative methods.
The methodology proposed focuses on drawing from player data in large-scale multiplayer game spaces, using Valve's Dota 2 as a primary example. It highlights how game APIs and third-party services like Dotabuff and Dotamax, which aggregate and parse game replays, can serve as research tools. These platforms allow researchers to identify broad trends in player behavior and, with API scraping tools, delve into granular data to understand collective player engagement with high accuracy, including in-game messages for content analysis.
The scope of this methodology is primarily within multiplayer game research, with specific examples drawn from Dota 2. The document also raises critical theoretical and practical questions regarding the integration of these data-driven approaches. These include how existing ontological frameworks for videogames conflict with proposed methods, the manifestation of dialectical tensions around interactivity, ethical and legal issues arising from data analytics, and the potential for constructing histories of play through temporal data harvesting, contrasting it with the immediacy of ethnographic work.
Ultimately, the document concludes that player analytics in humanities game research can generate new perspectives and questions not visible through existing methodological rubrics. It anticipates that Big Data approaches will prove as generative for humanities game studies as they have for broader digital media research and computationally oriented game studies, offering rich insights into player interaction with videogames.
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