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相关论文: Predicting the Popularity of Games on Steam

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The gaming industry is rapidly expanding. With over 2.7 billion players worldwide, game development has become increasingly challenging. To meet the ever-changing demands and expectations of players and due to unforeseen hindrances in the…

计算机科学与博弈论 · 计算机科学 2022-04-26 Balreet Grewal , Dayi Lin , Lars Doucet , Cor-Paul Bezemer

As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…

人机交互 · 计算机科学 2023-03-14 Nicolas Grelier , Stéphane Kaufmann

In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent…

社会与信息网络 · 计算机科学 2021-06-25 Enrica Loria , Alessia Antelmi , Johanna Pirker

The video game industry deals with a fast-paced, competitive and almost unpredictable market. Trends of genres, settings and modalities change on a perpetual basis, studios are often one big hit or miss away from surviving or perishing, and…

人机交互 · 计算机科学 2025-06-11 Nicolas Grelier , Johannes Pfau , Nicolas Mathieu , Stéphane Kaufmann

We aim to leverage the interactions between users and items in the Steam community to build a game recommendation system that makes personalized suggestions to players in order to boost Steam's revenue as well as improve the users' gaming…

信息检索 · 计算机科学 2023-05-09 Samin Batra , Varun Sharma , Yurou Sun , Xinyao Wang , Yinyu Wang

In recent years, digital games have become increasingly present in people's lives both as a leisure activity or in gamified activities of everyday life. Despite this growing presence, large-scale, data-driven analyses of video games remain…

物理与社会 · 物理学 2024-06-18 Leonardo R. Cunha , Arthur A. B. Pessa , Renio S. Mendes

Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures…

社会与信息网络 · 计算机科学 2011-12-22 Jeremy Blackburn , Ramanuja Simha , Nicolas Kourtellis , Xiang Zuo , Clayton Long , Matei Ripeanu , John Skvoretz , Adriana Iamnitchi

The representation of politics in media influences societal perceptions and attitudes. Video games, as a pervasive form of media, contribute significantly to this phenomenon. In this work, we explore political themes within video games by…

Video games and the playing thereof have been a fixture of American culture since their introduction in the arcades of the 1980s. However, it was not until the recent proliferation of broadband connections robust and fast enough to handle…

社会与信息网络 · 计算机科学 2017-07-20 Isaac Jones , Huan Liu

Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information…

社会与信息网络 · 计算机科学 2022-12-27 Lin Zhang , Rui Li

Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…

人机交互 · 计算机科学 2024-04-25 Leonardo Ribeiro da Cunha , Leonardo Oliveira Mendes , Renio dos Santos Mendes

The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…

人机交互 · 计算机科学 2019-09-24 Philipp Moll , Veit Frick , Natascha Rauscher , Mathias Lux

As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a successful game involves different aspects. But what are they? In this paper, we investigate some aspects of the high-rated games from a…

软件工程 · 计算机科学 2022-05-17 Gabriel Ullmann , Cristiano Politowski , Yann-Gäel Guéhéneuc , Fabio Petrillo

Because of the large number of online games available nowadays, online game recommender systems are necessary for users and online game platforms. The former can discover more potential online games of their interests, and the latter can…

信息检索 · 计算机科学 2022-02-14 Liangwei Yang , Zhiwei Liu , Yu Wang , Chen Wang , Ziwei Fan , Philip S. Yu

When doing a study on a large number of video games, it may be difficult to cluster them into coherent groups to better study them. In this paper, we introduce a novel algorithm, that takes as input any set of games S that are released on…

人机交互 · 计算机科学 2023-12-07 Nicolas Grelier , Stéphane Kaufmann

Recommender systems create enormous value for businesses and their consumers. They increase revenue for businesses while improving the consumer experience by recommending relevant products amidst huge product base. Product bundling is an…

Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…

机器学习 · 统计学 2018-12-10 Anna Guitart , Pei Pei Chen , Paul Bertens , África Periáñez

Social gaming is today a pervasive phenomenon. Driven by the advent of social networks and the digitization of game distribution. In this paper the impact of digitization and so-cial networks such as Facebook on digital games is de-scribed…

人机交互 · 计算机科学 2016-12-08 Adam Alsén , Julian Runge , Anders Drachen , Daniel Klapper

The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share…

人机交互 · 计算机科学 2026-01-21 Christian Ellington , Paramahansa Pramanik , Haley K. Robinson

Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…

机器学习 · 统计学 2018-11-29 Paul Bertens , Anna Guitart , Pei Pei Chen , África Periáñez
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