Anders Drachen

Orcid: 0000-0002-1002-0414

Affiliations:
  • University of York, UK
  • Aalborg University, Denmark


According to our database1, Anders Drachen authored at least 136 papers between 2005 and 2024.

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Bibliography

2024
Artificial Intelligence in MOBA Games: A Multivocal Literature Mapping.
IEEE Trans. Games, June, 2024

From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

Applying and Visualising Complex Models in Esport Broadcast Coverage.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

Visualization of Player Movement Patterns with Line Integral Convolution and Alpha Shapes.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Exploratory Bandit Experiments with "Starter Packs" in a Free-to-Play Mobile Game.
Proceedings of the IEEE Conference on Games, 2024

User Experience Research and Design in Video Games.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

2023
An automated approach to estimate player experience in game events from psychophysiological data.
Multim. Tools Appl., May, 2023

The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis.
Games Res. Pract., 2023

Beyond the Game: Charting the Future of Game Data Science.
Games Res. Pract., 2023

Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics.
CoRR, 2023

User Experience Design and Research in Games.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams.
Proc. ACM Hum. Comput. Interact., 2022

Impact of Social Distancing on Face To Face Meetups for Software Practitioners during the Covid-19 Pandemic.
Proc. ACM Hum. Comput. Interact., 2022

Esports meets human-computer interaction.
Interactions, 2022

DOTA 2 match prediction through deep learning team fight models.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Anomaly Detection in Player Performances in Multiplayer Online Battle Arena Games.
Proceedings of the ACSW 2022: Australasian Computer Science Week 2022, Brisbane, Australia, February 14, 2022

2021
Win Prediction in Multiplayer Esports: Live Professional Match Prediction.
IEEE Trans. Games, 2021

Approximating Attributed Incentive Salience In Large Scale Scenarios. A Representation Learning Approach Based on Artificial Neural Networks.
CoRR, 2021

Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021

Less is More: Analysing Communication in Teams of Strangers.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021


Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Archetypal Analysis Based Anomaly Detection for Improved Storytelling in Multiplayer Online Battle Arena Games.
Proceedings of the ACSW '21: 2021 Australasian Computer Science Week Multiconference, 2021

2020
From Theory to Behaviour: Towards a General Model of Engagement.
CoRR, 2020


Retention Prediction in Sandbox Games with Bipartite Tensor Factorization.
Proceedings of the Intelligent Computing, 2020


How software practitioners use informal local meetups to share software engineering knowledge.
Proceedings of the ICSE '20: 42nd International Conference on Software Engineering, Seoul, South Korea, 27 June, 2020

Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game.
Proceedings of the IEEE Conference on Games, 2020

2019
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity.
IEEE Trans. Games, 2019

Beyond the individual: Understanding social structures of an online player matchmaking website.
Entertain. Comput., 2019

The trails of Just Cause 2: spatio-temporal player profiling in open-world games.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game.
Proceedings of the IEEE Conference on Games, 2019

Time to Die: Death Prediction in Dota 2 using Deep Learning.
Proceedings of the IEEE Conference on Games, 2019

Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability.
Proceedings of the IEEE Conference on Games, 2019

Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

User Experience (UX) Research in Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Role Identification for Accurate Analysis in Dota 2.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

A Team Based Player Versus Player Recommender Systems Framework For Player Improvement.
Proceedings of the Australasian Computer Science Week Multiconference, 2019

2018
Analyzing player networks in Destiny.
Entertain. Comput., 2018

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Comput. Hum. Behav., 2018

Narrative Bytes: Data-Driven Content Production in Esports.
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, 2018

Social Aspects of the Game Development Process in the Global Gam Jam.
Proceedings of the International Conference on Game Jams, 2018

Predicting Skill Learning in a Large, Longitudinal MOBA Dataset.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Games User Research Methods.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

What Moves Players?: Visual Data Exploration of Twitter and Gameplay Data.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy's The Division</i>.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Controlling the crucible: a novel PvP recommender systems framework for <i>destiny</i>.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

To be or not to be...social: incorporating simple social features in mobile game customer lifetime value predictions.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

Player retention in league of legends: a study using survival analysis.
Proceedings of the Australasian Computer Science Week Multiconference, 2018

2017
Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games.
CoRR, 2017

Exploration and Skill Acquisition in a Major Online Game.
Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

eSport vs irlSport.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Going Out of Business: Auction House Behavior in the Massively Multi-Player Online Game.
CoRR, 2016

Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming.
CoRR, 2016

Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Stylized facts for mobile game analytics.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Lightweight Games User Research for Indies and Non-Profit Organizations.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Rapid Prediction of Player Retention in Free-to-Play Mobile Games.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Behavioral Telemetry in Games User Research.
Proceedings of the Game User Experience Evaluation, 2015

The Age of Analytics.
IEEE Trans. Comput. Intell. AI Games, 2015

Clustering Game Behavior Data.
IEEE Trans. Comput. Intell. AI Games, 2015

Predicting Purchase Decisions in Mobile Free-to-Play Games.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Large-Scale Cross-Game Player Behavior Analysis on Steam.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
The name in the game: Patterns in character names and gamer tags.
Entertain. Comput., 2014

Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch.
Entertain. Comput., 2014

Archetypal Game Recommender Systems.
Proceedings of the 16th LWA Workshops: KDML, 2014

Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2).
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

The Playtime Principle: Large-scale cross-games interest modeling.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Predicting player churn in the wild.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Patterns in the distribution of digital games via BitTorrent.
Int. J. Adv. Media Commun., 2013

Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study.
IEEE Computer Graphics and Applications, 2013

A comparison of methods for player clustering via behavioral telemetry.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Behavior evolution in Tomb Raider Underworld.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Spatial game analytics and visualization.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Erratum.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Introduction.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Game Data Mining.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Spatial Game Analytics.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Sampling for Game User Research.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Game Analytics - The Basics.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Gameplay Metrics in Game User Research: Examples from the Trenches.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

Benefits of Game Analytics: Stakeholders, Contexts and Domains.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
An investigation of player to player character identification via personal pronouns.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Guns, swords and data: Clustering of player behavior in computer games in the wild.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

How players lose interest in playing a game: An empirical study based on distributions of total playing times.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Game user research.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Evaluating motion: spatial user behaviour in virtual environments.
Int. J. Arts Technol., 2011

Distribution of digital games via BitTorrent.
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011

Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Only the good... get pirated: game piracy activity vs. metacritic score.
Proceedings of the Foundations of Digital Games, 2011

Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.
Proceedings of the Foundations of Digital Games, 2011

2010
Methods for Evaluating Gameplay Experience in a Serious Gaming Context.
Int. J. Comput. Sci. Sport, 2010

Psychophysiological Correlations with Gameplay Experience Dimensions
CoRR, 2010

Correlation between heart rate, electrodermal activity and player experience in first-person shooter games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

User studies: a strategy towards a successful industry-academic relationship.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Predicting player behavior in Tomb Raider: Underworld.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games.
Games Cult., 2009

Towards gameplay analysis via gameplay metrics.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Analyzing spatial user behavior in computer games using geographic information systems.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Play-Personas: Behaviours and Belief Systems in User-Centred Game Design.
Proceedings of the Human-Computer Interaction, 2009

Analyzing user behavior via gameplay metrics.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

Playability and Player Experience Research [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Towards Data-Driven Drama Management: Issues in Data Collection and Annotation.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Role-Playing Games: The State of Knowledge [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Patterns of Play: Play-Personas in User-Centred Game Development.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Player modeling using self-organization in Tomb Raider: Underworld.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

The Personal Experience of Narratives in Role-Playing Games.
Proceedings of the Intelligent Narrative Technologies II, 2009

Modeling the Story Facilitation of Game Masters in Multi-Player Role-Playing Games.
Proceedings of the Intelligent Narrative Technologies II, 2009

2008
Character play: the use of game characters in multi-player role-playing games across platforms.
Comput. Entertain., 2008

Player talk - the functions of communication in multplayer role-playing games.
Comput. Entertain., 2008

Managing emergent character-based narrative.
Proceedings of the 2nd International Conference on INtelligent TEchnologies for interactive enterTAINment, 2008

Verbal Communication of Story Facilitators in Multi-player Role-Playing Games.
Proceedings of the Interactive Storytelling, 2008

Tales for the Many: Process and Authorial Control in Multi-player Role-Playing Games.
Proceedings of the Interactive Storytelling, 2008

Game format effects on communication in multi-player games.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Motivations for play in computer role-playing games.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Defining personas in games using metrics.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
Group play: determining factors on the gaming experience in multiplayer role-playing games.
Comput. Entertain., 2007

Cross-format analysis of the gaming experience in multi-player role-playing games.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Player-Character Dynamics in Multi-Player Role Playing Games.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

2006
Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities.
Games Cult., 2006

Personalizing the Player Experience in MMORPGs.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Communication in Multi-player Role Playing Games - The Effect of Medium.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Ghost Worlds - Time and Consequence in MMORPGs.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

2005
Tales for the many: Storytelling in RPGs, LARPs and MMORPGs.
Proceedings of the Digital Games Research Conference 2005, 2005


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