PLAYER GAME DATA MINING FOR PLAYER CLASSIFICATION

Bruno Almeida Odierna, I. Silveira
{"title":"PLAYER GAME DATA MINING FOR PLAYER CLASSIFICATION","authors":"Bruno Almeida Odierna, I. Silveira","doi":"10.22533/AT.ED3921924055","DOIUrl":null,"url":null,"abstract":"Analyzing and understanding the standard of players in virtual environments has been an activity increasingly used by digital game developers and producers. Players are the main reason that games are developed and knowing the main characteristics for each of your player is fundamental for game developers have a successful product. In the case of Massively Multiplayer Online Role Playing Games (“MMORPG”), the types of players vary, and, by classifying players’ behaviors, it is possible for developers to implement changes which satisfy players in targeted manners which may impact their level of interest and amount of time spent in the game environment. This study suggests that it is possible to identify and classify players via gameplay analysis by using consolidated theories such as Bartle's archetypes or Marczewski’s types of players, which group players with the k-means algorithm. Below, is presented a dedicated section describing the Game Analytics processes and a session with the results obtained from the analysis of a specific guild from World of Warcraft. Key-words: game analytics, taxonomy of Bartle, classification of players, MMORPG, k-means","PeriodicalId":373011,"journal":{"name":"A Produção do Conhecimento na Engenharia da Computação","volume":"293 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"A Produção do Conhecimento na Engenharia da Computação","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22533/AT.ED3921924055","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Analyzing and understanding the standard of players in virtual environments has been an activity increasingly used by digital game developers and producers. Players are the main reason that games are developed and knowing the main characteristics for each of your player is fundamental for game developers have a successful product. In the case of Massively Multiplayer Online Role Playing Games (“MMORPG”), the types of players vary, and, by classifying players’ behaviors, it is possible for developers to implement changes which satisfy players in targeted manners which may impact their level of interest and amount of time spent in the game environment. This study suggests that it is possible to identify and classify players via gameplay analysis by using consolidated theories such as Bartle's archetypes or Marczewski’s types of players, which group players with the k-means algorithm. Below, is presented a dedicated section describing the Game Analytics processes and a session with the results obtained from the analysis of a specific guild from World of Warcraft. Key-words: game analytics, taxonomy of Bartle, classification of players, MMORPG, k-means
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
玩家游戏数据挖掘,用于玩家分类
分析和理解虚拟环境中玩家的标准已经成为数字游戏开发者和制作人越来越多地使用的一项活动。玩家是游戏开发的主要原因,了解每个玩家的主要特征是游戏开发者制作成功产品的基础。在大型多人在线角色扮演游戏(MMORPG)中,玩家的类型各不相同,通过对玩家的行为进行分类,开发者可以实施一些改变,以有针对性地满足玩家,这可能会影响他们在游戏环境中的兴趣水平和花费的时间。这项研究表明,通过使用整合理论(如Bartle’s archetypes或Marczewski’s types of players)通过游戏玩法分析来识别和分类玩家是可能的,这些理论使用k-means算法将玩家分组。下面是一个专门的部分,描述了游戏分析过程,以及从《魔兽世界》中特定公会的分析中获得的结果。关键词:游戏分析,Bartle分类法,玩家分类,MMORPG, k-means
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A OBRA DANTESCA E SEMIOSES DA CULTURA DE JOGOS DE VIDEOGAME: REFLEXOS EM QUESTÕES DE LETRAMENTO REFLEXÕES ACERCA DO REALISMO E DA REPRESENTAÇÃO VISUAL EM GAMES TENDÊNCIAS DE MERCADO E JOGOS AAA REVISÃO SISTEMÁTICA: APLICABILIDADE DO MS KINECT EM REABILITAÇÃO MOTORA HORIZONTES DA PESQUISA EM CULTURA DE GAMES SOB A ESTÉTICA DA PRODUÇÃO UMA PROPOSTA DE SISTEMA DE BUSCA PARA RECUPERAÇÃO DE FORMULÁRIOS DIGITAIS
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1