Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division
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Abstract (arXiv)
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players.
Key facts. Cited by 7 papers in the map (data through 14 Oct 2026). First posted on arXiv 31 Jan 2019.
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Citing papers per year: 2022: 2; 2023: 3; 2024: 1; 2025: 1.
7 papers.
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- 2025Can Large Language Models Capture Video Game Engagement?5 Feb 2025
- 2024Playing With Neuroscience: Past, Present and Future of Neuroimaging and Games6 Mar 2024
- 2023Affective Game Computing: A Survey25 Sep 2023
- 2023Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering26 Jun 2023
- 2023The Ethics of AI in Games12 May 2023
- 2022Mimetic Models: Ethical Implications of AI that Acts Like You19 Jul 2022
- 2022Generating Game Levels of Diverse Behaviour Engagement5 Jul 2022