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The last decade has witnessed the rise of big data in game
development as the increasing proliferation of Internet-enabled
gaming devices has made it easier than ever before to collect large
amounts of player-related data. At the same time, the emergence of
new business models and the diversification of the player base have
exposed a broader potential audience, which attaches great
importance to being able to tailor game experiences to a wide range
of preferences and skill levels. This, in turn, has led to a
growing interest in data mining techniques, as they offer new
opportunities for deriving actionable insights to inform game
design, to ensure customer satisfaction, to maximize revenues, and
to drive technical innovation. By now, data mining and analytics
have become vital components of game development. The amount of
work being done in this area nowadays makes this an ideal time to
put together a book on this subject. Data Analytics Applications in
Gaming and Entertainment seeks to provide a cross section of
current data analytics applications in game production. It is
intended as a companion for practitioners, academic researchers,
and students seeking knowledge on the latest practices in game data
mining. The chapters have been chosen in such a way as to cover a
wide range of topics and to provide readers with a glimpse at the
variety of applications of data mining in gaming. A total of 25
authors from industry and academia have contributed 12 chapters
covering topics such as player profiling, approaches for analyzing
player communities and their social structures, matchmaking, churn
prediction and customer lifetime value estimation, communication of
analytical results, and visual approaches to game analytics. This
book's perspectives and concepts will spark heightened interest in
game analytics and foment innovative ideas that will advance the
exciting field of online gaming and entertainment.
The last decade has witnessed the rise of big data in game
development as the increasing proliferation of Internet-enabled
gaming devices has made it easier than ever before to collect large
amounts of player-related data. At the same time, the emergence of
new business models and the diversification of the player base have
exposed a broader potential audience, which attaches great
importance to being able to tailor game experiences to a wide range
of preferences and skill levels. This, in turn, has led to a
growing interest in data mining techniques, as they offer new
opportunities for deriving actionable insights to inform game
design, to ensure customer satisfaction, to maximize revenues, and
to drive technical innovation. By now, data mining and analytics
have become vital components of game development. The amount of
work being done in this area nowadays makes this an ideal time to
put together a book on this subject. Data Analytics Applications in
Gaming and Entertainment seeks to provide a cross section of
current data analytics applications in game production. It is
intended as a companion for practitioners, academic researchers,
and students seeking knowledge on the latest practices in game data
mining. The chapters have been chosen in such a way as to cover a
wide range of topics and to provide readers with a glimpse at the
variety of applications of data mining in gaming. A total of 25
authors from industry and academia have contributed 12 chapters
covering topics such as player profiling, approaches for analyzing
player communities and their social structures, matchmaking, churn
prediction and customer lifetime value estimation, communication of
analytical results, and visual approaches to game analytics. This
book's perspectives and concepts will spark heightened interest in
game analytics and foment innovative ideas that will advance the
exciting field of online gaming and entertainment.
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Entertainment Computing - ICEC 2016 - 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings (Paperback, 1st ed. 2016)
Gunter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, …
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R2,164
Discovery Miles 21 640
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Ships in 18 - 22 working days
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This book constitutes the refereed proceedings of the 15th
InternationalConference on Entertainment Computing, ICEC 2016, held
in Vienna, Austria, in September 2016. The 16 full papers, 13 short
papers, and 2 posters presented were carefully reviewed and
selected from 46 submissions. The multidisciplinary nature of
entertainment computing is reflected by the papers. They are
organized in the following topical sections: games for health,
learning, and social change; use and evaluation of digital
entertainment; and entertainment technology.
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