(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