Supporting Online Game Players by the Visualization of
Personalities and Skills Based on in-Game Statistics
Tatsuro Ide
1a
and Hiroshi Hosobe
2b
1
Graduate School of Computer and Information Sciences, Hosei University, Tokyo, Japan
2
Faculty of Computer and Information Sciences, Hosei University, Tokyo, Japan
Keywords: Online Cooperative Game, Team Matching, Statistical Analysis, Visualization.
Abstract: Although the COVID-19 pandemic has increased people demanding to play online cooperative games with
others, in-game random team matching has not fully supported it. Furthermore, toxic behaviors such as verbal
abuse and trolling by randomly gathered team members adversely affect user experience. Public Discord
servers and game-specific team matching services are often used to support this problem from outside the
game. However, in both services, players can obtain only a few lines of other players’ self-introductions
before playing together, and therefore their anxiety about possible mismatches is a major obstacle to the use
of these services. In this paper, we aim to support team matching in an online cooperative game from both
aspects of players’ personalities and skills. Especially, we perform team member recommendation based on
the visualization of in-game statistical information by computing players’ personalities and skills from their
game masteries and character preferences in a typical game called VALORANT.
1 INTRODUCTION
Today’s online video games are widely played as
cooperative games in which players cooperate with
others regardless of whether the type of game is
player-versus-environment (PvE) or player-versus-
player (PvP). In PvE, several players cooperate to
progress through the game; in PvP, teams consisting
of several players usually play against each other.
Such a game often has a friend search feature that
allows players to search for a player with a username,
register the player as a friend, and play together. If it
is not possible to prepare friends to play with in
advance, the lack of team members is often filled by
random matching. Although this random matching
generally succeeds in matching players with similar
skills (Corem, Brown, & Petralia, 2013), it does not
sufficiently consider the compatibility between
players. Rather, randomly matched members might
not be able to cooperate due to the failure to divide
roles, and sometimes they might exhibit troll
behaviors such as intentional abuse and obstruction of
a
https://orcid.org/0000-0001-5787-0443
b
https://orcid.org/0000-0002-7975-052X
3
https://discord.com/
4
https://gametree.me/
allies (Ho & McLeod, 2008) (Cook, Conijn,
Schaafsma, & Antheunis, 2019) due to low
relationships and high anonymity (Kwak, Blackburn,
& Han, 2015). Although some games implement the
function for the same players to play together
continuously, it is rarely used due to the experience
mentioned above and the unknown background of the
players. Although the COVID-19 pandemic calls for
games as social spaces for people’s interaction (King,
Delfabbro, Billieux, & Potenza, 2020), a mechanism
to support it within the game has not been sufficiently
realized.
Discord
3
is software for communication with text
chats and voice/video calls mainly on personal
computers (PCs) and smartphones. It is characterized
by the easy preparation of a small server for a few
people as well as a large-scale community server for
thousands of people. A large-scale server is often
open to the public, and people who participate in the
server search for users with whom to play an online
game together; while cooperating in an online game,
they communicate via channels and individual calls
within the Discord server. GameTree
4
is a matching
Ide, T. and Hosobe, H.
Supporting Online Game Players by the Visualization of Personalities and Skills Based on in-Game Statistics.
DOI: 10.5220/0011784000003417
In Proceedings of the 18th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2023) - Volume 2: HUCAPP, pages
259-266
ISBN: 978-989-758-634-7; ISSN: 2184-4321
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
259
service specialized in finding people to play games
with. Users can search for other users to play with by
registering their simple attributes, the games that they
often play, and their self-introductions. However, in
both services, before users start playing together, the
other users’ displayed information is only a few lines
of self-introductions, and their anxiety about possible
mismatches is a major obstacle to the use of these
services.
In this paper, we aim to support the matching of
team members for an online cooperative game by
using the two axes of personalities and skills. Based
on in-game statistical information in a typical game
called VALORANT, we perform team member
recommendation based on the visualization of the
information by computing players’ personalities and
skills from their game masteries and character
preferences. We present the result of the experiment
that we conducted to evaluate our method.
2 BACKGROUND
In this section, we describe the basics of
VALORANT and Discord. First, we show the
differences and similarities between VALORANT
and other PvP online games, and explain how players
find their friends. Next, we describe the role of
Discord, how public Discord servers are used as a
communication platform, and an example of a
Discord server for VALORANT.
2.1 VALORANT as a Cooperative
Game
VALORANT is a 5-versus-5 cooperative character-
based tactical first-person shooter video game being
developed and published by Riot Games. According
to unofficial statistical information (Active Player,
2022), the numbers of players of VALORANT are 22
million per month and 2.3 million per day, and the
number of concurrent players at peak time exceeds
0.8 million people.
The main game modes are unrated and
competitive, where the goal is to destroy enemies or
to set or defuse bombs in the area. This rule is the
mainstream of first-person shooter games, and a
representative is the Counter-Strike series. On the
other hand, the difference from most of the other
games is that, in VALORANT, the characters used by
players have their own characteristics. These
characters can be classified into four roles (sentinels,
controllers, duelist, and initiators). This feature is
similar to that of Overwatch, a team-based action
game. In both games, players form a team with
friends before the match begins, and basically divide
their roles and fight together. Otherwise, players are
randomly assigned to teams with other players of
similar skill level for the game. It should be noted that
when forming a team of 2 or 3 players in the
competitive mode, players must have a rank
difference of about ±1 before they can line up in a
match queue. Although a 4-player team is not allowed
to play due to the game specifications, a 5-player
team (called a fully premade team) is allowed to line
up in the match queue regardless of the rank
difference. However, the enemy team also must be a
fully premade team.
2.2 Discord as a Communication
Platform
Discord is a VoIP and instant messaging platform
application. Millions of people send 4 billion
messages through the Discord platform every day
(Glen, 2022). Groups and communities in Discord are
called servers. In this paper, the term “server” is used
not to represent a central computer but to represent a
community. Servers range from small ones consisting
of closely related people to huge communities
consisting of several thousand people.
Figure 1: User interface of a Discord server. The left side
lists a part of the channels for text and voice
communications. The central part presents self-
introductions by users including their names, play styles
and short messages.
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
260
Figure 1 shows an example of a medium-sized
server (consisting of approximately 400 users) where
we conducted the experiment presented in this paper.
The server is further divided into channels that are
displayed in a list as shown on the left side. Text
channels are used for self-introductions, text chats,
and discussions. In the voice channel, users in the
server can freely enter and exit and directly
communicate with each other by voice. On the right
side of Figure 1, bot applications created by third
parties are shown. Over 500,000 bot applications are
used on Discord servers to help server customization,
playing games, and keeping communities safe (Cap,
2022). We implemented our method as a bot
application.
3 RELATED WORK
Delhove et al. showed that video game character
preferences correlated with personality traits such as
aggression and prosociality (Delhove & Greitemeyer,
2018). They focused on the class-based first-person
shooter game Overwatch, in which 6-versus-6 players
compete against each other. In their experiment, they
used a large sample of game players (𝑁 2323) to
evaluate the relationship between players’ in-game
role preferences and personality traits. Preference for
the aggressive role (i.e., attacker) was related to
aggressive, non-prosocial personality types. On the
other hand, this was observed only in self-reported
measures, not in a small sample of objective playtime
measures.
Corem et al. showed the relationship among
player engagement, proficiency, and intrinsic
motivation on a skill-based gaming platform (Corem,
Brown, & Petralia, 2013). Their unique rating system
matched players with similar proficiency levels.
Competing with other players with a similar skill
level improved the player’s skill, which increased the
player’s satisfaction. This indicated that engagement
increased when players felt that their playing was
improving. Also, from the viewpoint of the game
system, there was a trade-off between the speed of
matching between players and the time to wait for
players with similar abilities.
4 PILOT STUDY
As a pilot study, we verified the tendency of players’
character preferences and the possibility of clustering.
We looked at the data of 38 players searching for
friends on a public Discord server. Figure 2 shows the
dendrogram of the result of clustering by the
Euclidean distance and Ward’s method, taking the
number of times a character was selected. Since there
are 4 roles of characters in VALORANT, the
maximum number of clusters was 4, and the roles are
colored differently. The yellow group was
characterized by mainly the use of Chamber and Jett,
aggressive characters fighting at the front. Both
characters have the special skill of instantly leaving
the current place. The purple group mainly used a
character named Raze who used a special skill that
took time to learn. These groups tend to be devoted to
particular characters without using other characters.
The red group, on the other hand, picked a wide range
of characters. It can be considered that the users in
this group selected characters according to other users
or selected various characters according to their
moods.
Figure 2: Dendrogram of the result of clustering character
preferences in the pilot study by the Euclidean distance and
Ward’s method. The numbers along the horizontal axis
indicate users.
5 PROPOSED METHOD
In this paper, we analyze the personalities and game
skills of players based on in-game statistical
information, and support team matching among
players in a typical online cooperative game
VALORANT. In the same way as the related work
(Delhove & Greitemeyer, 2018), we use the tendency
to select characters in the game as effective statistical
information for personality analysis. There are
currently 20 characters in the game, and they can be
roughly divided into 4 roles. In our pilot study, we
classified users into groups with 4 characteristics by
clustering analysis. In the proposed method, we
additionally use competition ranks that are certified in
the competitive mode.
Supporting Online Game Players by the Visualization of Personalities and Skills Based on in-Game Statistics
261
The proposed method is implemented as a
Discord bot application. When a user gives in-game
player ID to this application, it visualizes how they
are positioned relatively to other users. According to
the visualized information, the user interacts with
other users by considering their personalities and
competition ranks. Unlike previous research, this
application enables quantitative analysis and
visualization by the bot agent from in-game statistical
information.
5.1 In-Game Statistics
In-game statistics are retrieved using the application
programming interface (API) of Riot Games, the
developer of VALORANT. We focus on characters
as a feature of personalities and on competition ranks
as a feature of players’ game skills. The Discord bot
application used in this proposed method applies
these features to visualization. The application
records the retrieved statistics in a database and
utilizes them for later analysis.
5.2 Collecting Player Data
Information about the users of this bot application is
recorded in the database, and it is also used for the
users’ visualization. To present users’ information to
the first users, we asked several people to tell us their
in-game IDs and registered them in advance. For
visualization, the VALORANT API and the Discord
API are used to collect character preferences (a list of
the numbers of times characters were selected), ranks
of the competitive mode, VALORANT IDs, and
Discord IDs.
5.3 Clustering Character Preferences
The users are clustered hierarchically based on the
numbers of times they selected characters. We use the
Euclidean distance to measure the distance between
users and Ward’s method to measure the distance
between clusters. Based on 20 characters in the game,
each user is represented as a vector 𝒖
𝑢
,𝑢
,…,𝑢

whose components are the numbers
of times the user selected characters.
5.4 Visualization by Dendrogram
Based on the clustering results and the users
competition ranks, a dendrogram that expresses both
personalities and skills is generated, and is used to
support the users in forming teams. Figure 3 shows a
visualization by dendrogram. Clusters are colored by
using the threshold of 12 and the maximum number 4
of clusters. Based on related work (Delhove &
Greitemeyer, 2018), we hypothesize that closeness on
the dendrogram represents the personalities of users.
The users know that closely positioned users have
similar character preferences. It also means that
distant users have different character preferences, and
therefore they can be partners by complementing each
other’s role. In addition, the color of the username
label is based on the rank of the competitive mode,
giving the users playing the competitive mode a
visual understanding of their game skills.
Figure 3: Visualization of personalities and skills by
dendrogram.
6 IMPLEMENTATION
We implemented our Discord bot application by
allowing users to interact with others through user-
friendly slash commands (Nelly, 2021). This
application is always running on a Heroku server, and
is deployed on a public Discord server with 400 users
who cooperated in our experiment. Any member of
the server can use this bot by passing the in-game ID
of VALORANT as an argument of the slash
command on the channel where the use of this bot is
permitted by the administrator.
When the system receives the in-game ID, it
retrieves the user’s most recent 86 matches by
submitting the Production API Key to Riot Games.
We use the data of the maximum of 20 matches
excluding deathmatches. The application extracts the
characters selected by the user and the rank of the
competitive mode from the data. The data are linked
with the user ID and stored in the Firestore database
of Firebase. Finally, a dendrogram based on the
recorded character preferences and competition ranks
is generated and sent as a Discord embedded message
as shown on the left side of Figure 4. The dendrogram
is generated in real time using D3.js. The text of the
embedded message contains a description of the
visualization and a list of links to the profiles of the
users. The page view that is opened with a link differs
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
262
between a PC and a smartphone: on the PC, the linked
user profile is displayed on the browser as in the upper
right of Figure 4; on the smartphone, the profile of the
linked user is displayed in the application as in the
lower right of the figure. In both, the user can send
friend requests to other users.
Figure 4: Screenshot on the left shows the dendrogram and
its description sent to a user, where the links with blue
letters indicate online users. The screenshots on the right
show the different behavior of the bot application when a
link is opened on a PC or a smartphone.
7 EXPERIMENT
We conducted an experiment to evaluate the proposed
method. We first asked the administrator of an
existing public Discord server to install our bot
application. Next, we conducted two questionnaires
with Likert scales: we asked the users of the Discord
server to answer the first questionnaire immediately
after using the bot application and also to answer the
second questionnaire two or three weeks later. Our
analysis is based on the statistics of the recorded data
of the users and the results of the questionnaires.
7.1 Participants
The participants in the experiment were volunteer
players (18-year or older) who had searched for
VALORANT friends on public Discord servers. A
public server named “VALORANT Party”
cooperated in our experiments. A total of 16
participants (11 originally from this server and the
other 5 from the groups known to them) used our bot
application. The first questionnaire was answered by
11 participants, and the second questionnaire was
answered by 8 participants.
7.2 Procedure
The participants used the bot application and
answered the two questionnaires at the two or three-
week interval. The experiment was started by a slash
command (Nelly, 2021) on the channel for the bot
application that had been authorized by the server
administrator. As shown in Figure 5, the slash
command could be started from the suggestion list by
entering a slash character in the text box for text chat.
If a user entered his/her in-game ID separated into the
name and the tagline, VALORANT statistics search
using Riot API started. An edited reply showing the
progress of the search was sent at any time, and one
minute later, an embedded message with the
visualization result as an embedded image was sent.
It was left to the user whether to contact other users
from the link in the message. As soon as the results
were confirmed, the user was asked to answer the first
questionnaire.
Figure 5: Suggestions that appear when a slash character is
typed in the box at the bottom of the screen in a bot-enabled
text channel.
Two or three weeks after the first day of the
experiment, we asked the users to answer the second
questionnaire. Based on the visualization results, we
checked whether there were any changes. In addition,
we asked the members of the pre-existing teams to
evaluate each other, which was also examined by
using the statistics.
Supporting Online Game Players by the Visualization of Personalities and Skills Based on in-Game Statistics
263
7.3 Results of the Questionnaires
In the first questionnaire, we collected basic
information such as the device used for the bot
application and the experience of using public
Discord servers. 29% of the participants answered
that they had played with other users in the server.
Although 70% of the users participated in the server,
their use of the server was limited. Reasons for the
limited use include “I still don’t know how to use the
server” and “I found someone to play games with”.
There were many cases where people joined the
server but hesitated to talk to other users, or they did
not need to find someone to play games with for some
reason. Also, as shown in Table 1, 36.4% of the
participants answered that they could not understand
the visualization by dendrogram.
Table 1: Part of the result of the first questionnaire (%).
Question
Strongly
a
g
ree
Agree Neutral Disagree
Strongly
disa
g
ree
I can get the
meaning of the
visualization
9.1 45.5 9.1 36.4 0.0
Competition
ranks are
important
9.1 45.5 9.1 27.3 9.1
I want to contact
users via the
dis
p
la
y
ed lin
k
s
0.0 9.1 27.3 36.4 27.3
In the second questionnaire, we collected what the
participants thought about personalities and skills. As
shown in Table 2, 25% of the participants answered
that their thought changed by the visualization results.
On the other hand, more than half of the users
answered that they found inconvenience about
personalities and skills in both questions. The three
users who did not care about the ranks in competitive
mode were the members of the team of unrated
players. The reason was that there was no difference
in skills within the team, and that a full premade party
could play the competition mode together regardless
of the rank difference. Users’ interest in distance in
the dendrogram was split evenly. The three users who
were interested in closely positioned users adopted
characters of all roles in the last 20 matches.
7.4 Mutual Evaluation Within a
Pre-Existing Team
We present mutual evaluations and dendrograms of 6
users. Users 𝒖
to 𝒖
included in the dendrogram in
Figure 3 were the members of a team that existed
before the experiment. They played VALORANT’s
unrated mode together at least once a week. We
prepared a questionnaire with five questions shown in
Table 2: Result of the second questionnaire (%).
Question
Strongly
a
g
ree
Agree
Neutral Disagree
Strongly
disa
g
ree
My thought was
changed by
visualization
results
0.0 25.0 25.0 37.5 12.5
Ranks were
important in the
competitive
mode
12.5 50.0 0.0 0.0 37.5
Ranks were not
important in the
other mode
62.5 25.0 0.0 12.5 0.0
Inconvenience
was caused by
difference in
skills
25.0 12.5 25.0 0.0 37.5
I am interested
in users close to
me
0.0 37.5 25.0 12.5 25.0
Inconvenience
was caused by
incompatibility
of
p
ersonalities
25.0 25.0 12.5 12.5 25.0
Table 3 for the 5 users other than 𝒖
who was one of
the authors, and asked them to evaluate the others in
the team. Q1 and Q2 are about personalities, Q3 and
Q4 are about roles in the game, and Q5 is about skills.
Table 3: Questionnaire for the mutual evaluation of team
members.
Questions
Q1 My personality and this user’s personality are
distant
Q2 I often disagree with this user.
Q3 The roles that I and this user want to use are fa
r
.
Q4 The roles of mine and this user often work well
after the
g
ame starts.
Q5 There is a difference between my skills and this
user's skills.
Q3 and Q4 about roles had many positive answers
overall. This was because the team had already played
many times and each member had a character to
choose. For this reason, the roles in the game were
divided and effectively handled. Regarding Q5, many
users answered that they felt a difference between 𝒖
and 𝒖
, who usually played the competition mode.
Table 4 summarizes the results of Q1 and Q2
about personalities. The score for 𝒖
was particularly
high (4.25 out of 5). On the other hand, as shown in
Figure 3, the clusters were rather close to the other
users. In this way, individual cases cannot be judged
only by general character preferences. Also, 𝒖
was
located further than other members on the
dendrogram, but the similarity was not much different
from those of the other users, showing intermediate
values in the questionnaire. This was because the
users grouped into the first cluster had outlier
components that used extremely specific characters
HUCAPP 2023 - 7th International Conference on Human Computer Interaction Theory and Applications
264
(12 times out of 20). Since Ward’s method has high
classification sensitivity even for outliers,
inappropriate clustering may occur as in this case.
Table 4: Average values for questions Q1 and Q2. Larger
values indicate more different personalities. The row for
each user 𝒖
gives this user’s evaluations of the other users.
User 𝒖
, who was one of the authors, did not evaluate the
others.
User
𝒖
𝟏
𝒖
𝟐
𝒖
𝟑
𝒖
𝟒
𝒖
𝟓
𝒖
𝟔
𝒖
𝟏
- - - - - -
𝒖
𝟐
2.0 - 1.5 3.5 1.5 1.5
𝒖
𝟑
2.5 2.5 - 3.5 2.0 2.0
𝒖
𝟒
3.5 2.5 3.5 - 2.5 3.0
𝒖
𝟓
3.0 3.5 2.0 5.0 - 3.0
𝒖
𝟔
3.5 3.0 2.5 5.0 2.5 -
8 DISCUSSION
Although we used character preferences and
competition ranks as statistical information in the
game, it is also possible to use other information such
as the number of times a user played on each day of
the week and weapon preferences. An effective
indicator might be the account level of a player,
which increases as the player plays the game. It is
necessary to evaluate parameters from multiple
perspectives such as subjective evaluation and
machine learning to verify which statistical
information is useful.
We assumed that users whose personalities were
close based on their character preferences rarely
conflict while users whose personalities are distant
often conflict. We consider this from the viewpoints
of personalities and game specifications. Regarding
personalities, Lykourentzou et al. found that
personality conflicts reduced team performance while
balancing personalities significantly improved
cooperative work performance (Lykourentzou,
Antoniou, Naudet, & Dow, 2016). Regarding game
specifications, online games such as VALORANT, in
which multiple teams with multiple players compete,
are usually designed to divide roles within teams.
Since such a game currently organizes teams with
several players, it can be played without problems
even with similar roles. However, as the number of
players in a team increases, the balance might become
worse. From these two viewpoints, we can consider
recommending players with different personalities
instead of those with high similarities.
The percentage of the users who were not
comfortable with the bot application and direct
messages in Discord seems to be high. We asked 50
of the server members to cooperate in the experiment.
16 people used the bot application, 11 responded to
the first questionnaire, and 8 responded to the second
questionnaire. Although the bot application included
a link to a document containing the terms and policies
of the bot, we also used personal accounts to send
messages about cooperation in the experiment. This
was because many Discord servers including the
server that we used in our experiment prohibited bot’s
direct messages.
Half of the participants in the experiment could
not understand the dendrograms of visualization
results. Most of the participants who could
understand it had some background in computer
science. Although information visualization has
become a mainstream technology, understanding a
visualization is not always easy for the people who
see it (L'Yi, Chang, Shin, & Seo, 2019). Some of the
answers for the questionnaires showed that the
distances shown in the dendrogram were not clear to
users. It is possible to extend the representation of the
dendrogram not only with text descriptions, but also
with animations, scaling, and opacity changes.
9 CONCLUSIONS AND FUTURE
WORK
In this paper, we developed an application that
visualizes personalities and skills of players based on
the in-game statistics of the online game
VALORANT. The distances of character preferences
were close to the users’ subjective evaluations, by
which we were able to show the potential demand for
visualizing personalities and skills of users.
Our future work will promote intuitive
understanding of user relationships through scalable
and interactive information visualization, and will
support users to take the first step toward a new
experience with other users. Although currently
visualization results are embedded as images in
Discord messages, our goal is to realize interactive
visualization that runs in a browser. As the number of
users grows, the visualization should be scaled by
collapsing by clusters and filtering by ranks. We will
also improve usability by effectively using user
avatars, in-game icons, and statistical information in
pop-ups. Visualization methods need to be validated
based on construction tasks (L'Yi, Chang, Shin, &
Seo, 2019). In-game statistics and experiments will
also be used to analyze what parameters are effective
as indicators of user relationships, including win rates
and character combinations. Also, we will examine
Supporting Online Game Players by the Visualization of Personalities and Skills Based on in-Game Statistics
265
the motivations of online game players to play with
other players.
ACKNOWLEDGEMENT
We thank the administrator and the users of the public
Discord server “VALORANT Party” for their
generous cooperation in our experiment.
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