STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments

We introduce STRIVE, a framework to build socio-behavioral taxonomies in multiplayer online games using unsupervised learning on common features across many social games.This work demonstrates this framework on "Sky: Children of the Light," a social adventure game by Thatgamecompany, using features such as cooperative play, social bonding, and in-game communication.After performing descriptive statistics, clustering and dimensionality reduction, we assign semantic categories to these behavior clusters.Next we perform a behavior prediction experiment where the most social cluster's behavior has a higher correlation with future play time and chats sent than predicting on the full dataset.These results suggest the importance of customized, or personalized, player behavior prediction models.Moreover, this framework could be easily extended to other games and further augment our understanding of human behavior in virtual worlds, ultimately aiding social scientists and game designers to better match players together for healthier online interactions.

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Published
2025-04-15
DOI
https://doi.org/10.1145/3723498.3723729
Primary Topic
Data Visualization and Analytics
Type
article
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STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments

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Data Visualization and Analytics
article

STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments

Alexander J. Bisberg, Emily Chen, Marlon Twyman, Dmitri Williams, Emilio Ferrara
article en

Abstract

We introduce STRIVE, a framework to build socio-behavioral taxonomies in multiplayer online games using unsupervised learning on common features across many social games.This work demonstrates this framework on "Sky: Children of the Light," a social adventure game by Thatgamecompany, using features such as cooperative play, social bonding, and in-game communication.After performing descriptive statistics, clustering and dimensionality reduction, we assign semantic categories to these behavior clusters.Next we perform a behavior prediction experiment where the most social cluster's behavior has a higher correlation with future play time and chats sent than predicting on the full dataset.These results suggest the importance of customized, or personalized, player behavior prediction models.Moreover, this framework could be easily extended to other games and further augment our understanding of human behavior in virtual worlds, ultimately aiding social scientists and game designers to better match players together for healthier online interactions.

University of Southern California (US)
Openalex Percentile: Top 92%
Data Visualization and Analytics
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