Player profiling
Other (objects, etc.) concept
Collects information about the player - usually anything related to playing habits, success, preferences, and such - and sends it to the developer/publisher. Commonly anonymous.
1
game
1platform
WIN 2012-02-14
See also: player statistics
This has variety of uses, here's few examples:
* Recognizing favored and avoided elements (e.g. which character class most players play as and when)
* Recognizing unused and overused elements (may help recognize elements that might either be poorly visible or just under-/overpowered)
* Session lengths and/or how active the players are during each session
* Recognizing most difficult and easy elements, especially if such were unintentional (e.g. player repeatedly being defeated by something that shouldn't cause it that much)
This can be indirectly done via public player stats, but such instances are not to be included in here by default.
* Recognizing favored and avoided elements (e.g. which character class most players play as and when)
* Recognizing unused and overused elements (may help recognize elements that might either be poorly visible or just under-/overpowered)
* Session lengths and/or how active the players are during each session
* Recognizing most difficult and easy elements, especially if such were unintentional (e.g. player repeatedly being defeated by something that shouldn't cause it that much)
This can be indirectly done via public player stats, but such instances are not to be included in here by default.
Games by year
The first Player profiling video game was released on February 14, 2012.
Platforms
Windows | 1 |
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