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Published in: Empirical Software Engineering 6/2023

01-11-2023

Using gameplay videos for detecting issues in video games

Authors: Emanuela Guglielmi, Simone Scalabrino, Gabriele Bavota, Rocco Oliveto

Published in: Empirical Software Engineering | Issue 6/2023

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Abstract

Context

The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions ( e.g., e-sports or speed-running) or for making business by entertaining others ( e.g., streamers). The latter daily produce a large amount of gameplay videos in which they also comment live what they experience. But no software and, thus, no video game is perfect: Streamers may encounter several problems (such as bugs, glitches, or performance issues) while they play. Also, it is unlikely that they explicitly report such issues to developers. The identified problems may negatively impact the user’s gaming experience and, in turn, can harm the reputation of the game and of the producer.

Objective

In this paper, we propose and empirically evaluate GELID, an approach for automatically extracting relevant information from gameplay videos by (i) identifying video segments in which streamers experienced anomalies; (ii) categorizing them based on their type ( e.g., logic or presentation); clustering them based on (iii) the context in which appear ( e.g., level or game area) and (iv) on the specific issue type ( e.g., game crashes).

Method

We manually defined a training set for step 2 of GELID (categorization) and a test set for validating in isolation the four components of GELID. In total, we manually segmented, labeled, and clustered 170 videos related to 3 video games, defining a dataset containing 604 segments.

Results

While in steps 1 (segmentation) and 4 (specific issue clustering) GELID achieves satisfactory results, it shows limitations on step 3 (game context clustering) and, above all, step 2 (categorization).

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Footnotes
6
33 and 48 in the training set, 31 and 4 in the test set for performance and balance, respectively.
 
9
Note that the results differ from the ones reported in Table 6 because we did not run any preprocessing step here.
 
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Metadata
Title
Using gameplay videos for detecting issues in video games
Authors
Emanuela Guglielmi
Simone Scalabrino
Gabriele Bavota
Rocco Oliveto
Publication date
01-11-2023
Publisher
Springer US
Published in
Empirical Software Engineering / Issue 6/2023
Print ISSN: 1382-3256
Electronic ISSN: 1573-7616
DOI
https://doi.org/10.1007/s10664-023-10365-0

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