{"title":"谁是游戏玩家?使用机器学习方法分析成年玩家","authors":"Márton Gosztonyi","doi":"10.1016/j.teler.2023.100074","DOIUrl":null,"url":null,"abstract":"<div><p>In our paper, we used factor analysis and artificial intelligence-based modeling to reveal how video gamers living in an economically peripheric European Union member state can be segmented based on gaming time. We performed a causal analysis of two groups—occasional and frequent players—based on the data of a 2022 representative survey. The results show that in a semi-peripheral country, the adult population plays video games in a similar proportion as in the central countries (every second person), but at the same time, a high degree of polarization can be demonstrated in the time spent gaming. Based on our results, players can be predicted with high reliability based on player preferences, that is, game types, motivations, and shopping habits. However, it is worth supplementing these categories with players' socio-demographic characteristics. Our research contributes to a deeper understanding of the factors and causal relationships that determine video gamers in semi-peripheral countries; moreover, it sheds light on the distinguishing variables that function as group builders.</p></div>","PeriodicalId":101213,"journal":{"name":"Telematics and Informatics Reports","volume":"11 ","pages":"Article 100074"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Who are the gamers? Profiling adult gamers using machine learning approaches\",\"authors\":\"Márton Gosztonyi\",\"doi\":\"10.1016/j.teler.2023.100074\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>In our paper, we used factor analysis and artificial intelligence-based modeling to reveal how video gamers living in an economically peripheric European Union member state can be segmented based on gaming time. We performed a causal analysis of two groups—occasional and frequent players—based on the data of a 2022 representative survey. The results show that in a semi-peripheral country, the adult population plays video games in a similar proportion as in the central countries (every second person), but at the same time, a high degree of polarization can be demonstrated in the time spent gaming. Based on our results, players can be predicted with high reliability based on player preferences, that is, game types, motivations, and shopping habits. However, it is worth supplementing these categories with players' socio-demographic characteristics. Our research contributes to a deeper understanding of the factors and causal relationships that determine video gamers in semi-peripheral countries; moreover, it sheds light on the distinguishing variables that function as group builders.</p></div>\",\"PeriodicalId\":101213,\"journal\":{\"name\":\"Telematics and Informatics Reports\",\"volume\":\"11 \",\"pages\":\"Article 100074\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Telematics and Informatics Reports\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2772503023000348\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Telematics and Informatics Reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2772503023000348","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Who are the gamers? Profiling adult gamers using machine learning approaches
In our paper, we used factor analysis and artificial intelligence-based modeling to reveal how video gamers living in an economically peripheric European Union member state can be segmented based on gaming time. We performed a causal analysis of two groups—occasional and frequent players—based on the data of a 2022 representative survey. The results show that in a semi-peripheral country, the adult population plays video games in a similar proportion as in the central countries (every second person), but at the same time, a high degree of polarization can be demonstrated in the time spent gaming. Based on our results, players can be predicted with high reliability based on player preferences, that is, game types, motivations, and shopping habits. However, it is worth supplementing these categories with players' socio-demographic characteristics. Our research contributes to a deeper understanding of the factors and causal relationships that determine video gamers in semi-peripheral countries; moreover, it sheds light on the distinguishing variables that function as group builders.