Integrating Telemetry with Player Motivation Models

2026

Full text Open access: Gold Metadata (CSL-JSON)
DOI 10.26503/dl.v2026i2.2777
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

This paper develops a theoretical framework that connects game telemetry to player motivation models in order to make analytics more interpretable for designers. Current analytics SDKs capture what players do, but they often provide limited insight into why those actions occur. In parallel, motivational frameworks such as HEXAD, RAMP, and 4 Keys 2 Fun describe engagement in meaningful terms, yet they are rarely operationalized from raw event streams. Drawing on prior work in telemetry visualization, sequential trace compression, player classification, exploration modeling, and adaptive systems, this paper synthesizes these strands into a single conceptual pipeline suggested by Bicalho, Baffa, Feijó, Murta, and Clua. The proposed framework combines event instrumentation, sequence-aware preprocessing, motivation-oriented mapping, and validation through mixed methods. Its contribution is not an empirical claim of solved prediction, but a structured research agenda and design-oriented model for explainable, motivation-aware telemetry.