The growing interest in user-oriented behavior analysis in computer games is in part driven by the emergence of the multi-player and MMOG and Free-to-Play
نویسندگان
چکیده
Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affect game design and thus ultimately revenue. Here case studies are presented focusing on clustering analysis applied to high-dimensionality player behavior telemetry, covering a combined total of 260,000 characters from two major commercial game titles: the Massively Multiplayer Online Role-Playing Game Tera and the multi-player strategy war game Battlefield 2: Bad Company 2. Kmeans and Simplex Volume Maximization clustering were applied to the two datasets, combined with considerations of the design of the games, resulting in actionable behavioral profiles. Depending on the algorithm different insights into the underlying behavior of the population of the two games are provided.
منابع مشابه
The growing interest in user-oriented behavior analysis in computer games is in part driven by the emergence of the multi-player and MMOG and Free-to-Play (F2P) game
Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affec...
متن کاملThe prevalence of computer game addiction and related factors in adolescent boys of Gonabad in 2018
Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study aims to determine was performed the prevalence of computer game addiction and related factors in adolescent boys of Gonabad in 2018. Materials and Methods: In this cross-sectional descriptive-analytical stud...
متن کاملSports Result Prediction Based on Machine Learning and Computational Intelligence Approaches: A Survey
In the current world, sports produce considerable statistical information about each player, team, games, and seasons. Traditional sports science believed science to be owned by experts, coaches, team managers, and analyzers. However, sports organizations have recently realized the abundant science available in their data and sought to take advantage of that science through the use of data mini...
متن کاملمقایسه میزان استفاده از بازیهای رایانهای و پرخاشگری در دانشآموزان پسر مقطع راهنمایی شهر تهران
Background and Objectives: Modern technologies have a prominent role in adolescent's daily life. These technologies include specific cultural and moral patterns, which could be highly effective on adolescents. This research aimed at comparing the amount of time spent on computer games and aggressive behavior in male middle school students of Tehran. Materials and Methods: This study had a desc...
متن کاملInvestigating the Effect of Rewards on Individual Players' Efforts: A Behavioral Approach
The main goal of the study is to examine the effect of rewards on the behavior of players in a team activity. In this framework, by performing 12 sequential and simultaneous games in a laboratory environment examine the rewarding effect on players' behavior. Students from Yazd universities surveyed and the sample of 182 students is in the form of two groups, which collected in total for 2184 ma...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2012