16,233 research outputs found

    Recommender systems for players of online video games

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    The content in this project is the approach, exploration, analysis and use of recommender systems to integrate an implementation of one system that learns the players’ behavior and recommends them to other players, to show recommender systems as a way of enhancing the player experience

    Susceptibility and influence in social media word-of-mouth

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    Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals’ networks. Friends of friends do not directly influence a focal user, so we use their characteristics to instrument for behavior of the focal user’s friends. We go beyond demonstrating a large and highly significant WOM effect and also assess moderating factors of the strength of the effect on the sender and receiver side. We find that users with the most influence on others tend to be better gamers, have larger social networks, but spend less time playing. Interestingly, these are also the users who are least susceptible to WOM effects

    A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors

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    Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on appeals, offering multiple automatic organization options, and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games

    Active Video Gaming Compared to Unstructured, Outdoor Play in Children: Measurements of Estimated Energy Expenditure and Measured Percent Time in Moderate-to-Vigorous Physical Activity

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    It is recommended that children and adolescents participate in \u3e 60 minutes of moderate-to-vigorous physical activity (MVPA) per day. Despite the current recommendations and positive health benefits, many children and adolescents still do not engage in regular physical activity (PA). One challenge for assisting children in becoming more active is sedentary screen-based activities (SBAs), such as watching television (TV), using computers, and playing sedentary video games (VGs), as SBAs may compete with time for being physically active in children. One modification to sedentary VGs that may increase PA in children is to alter them so that the VGs actually provide an option to engage in PA. These types of VGs are called active video games (AVG) or Exer-gaming. Studies have found that playing AVGs can produce the estimated energy expenditure (EE) comparable to moderate-intensity structured PAs, such as moderate-intensity treadmill walking and self-paced walking, but significantly less EE as compared to vigorous-intensity PAs, such as running. To determine if AVGs can provide a good source of PA in young children, it is important to note that young children acquire much of their PA through play rather than structured PA. Children’s play consists of short intermittent bouts of activity with frequent rest periods. Children are more active in unstructured, outdoor play areas where they can freely engage in activities requiring running, jumping and chasing. Thus to determine if AVGs are a good source of PA for young children, AVGs should be compared to unstructured play, rather than structured PA. Only one study has compared AVGs to unstructured PA in children and has used pedometry to assess PA. Thus, the purpose of this investigation was to compare AVG to unstructured outdoor play, as assessed by accelerometery and direct observation (DO), using a within-subjects design

    Performance characterization of game recommendation algorithms on online social network sites

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    Since years, online social networks have evolved from profile and communication websites to online portals where people interact with each other, share and consume multimedia-enriched data and play different types of games. Due to the immense popularity of these online games and their huge revenue potential, the number of these games increases every day, resulting in a current offering of thousands of online social games. In this paper, the applicability of neighborhood-based collaborative filtering (CF) algorithms for the recommendation of online social games is evaluated. This evaluation is based on a large dataset of an online social gaming platform containing game ratings (explicit data) and online gaming behavior (implicit data) of millions of active users. Several similarity metrics were implemented and evaluated on the explicit data, implicit data and a combination thereof. It is shown that the neighborhood-based CF algorithms greatly outperform the content-based algorithm, currently often used on online social gaming websites. The results also show that a combined approach, i.e., taking into account both implicit and explicit data at the same time, yields overall good results on all evaluation metrics for all scenarios, while only slightly performing worse compared to the strengths of the explicit or implicit only approaches. The best performing algorithms have been implemented in a live setup of the online game platform

    Study of Subjective and Objective Quality Assessment of Mobile Cloud Gaming Videos

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    We present the outcomes of a recent large-scale subjective study of Mobile Cloud Gaming Video Quality Assessment (MCG-VQA) on a diverse set of gaming videos. Rapid advancements in cloud services, faster video encoding technologies, and increased access to high-speed, low-latency wireless internet have all contributed to the exponential growth of the Mobile Cloud Gaming industry. Consequently, the development of methods to assess the quality of real-time video feeds to end-users of cloud gaming platforms has become increasingly important. However, due to the lack of a large-scale public Mobile Cloud Gaming Video dataset containing a diverse set of distorted videos with corresponding subjective scores, there has been limited work on the development of MCG-VQA models. Towards accelerating progress towards these goals, we created a new dataset, named the LIVE-Meta Mobile Cloud Gaming (LIVE-Meta-MCG) video quality database, composed of 600 landscape and portrait gaming videos, on which we collected 14,400 subjective quality ratings from an in-lab subjective study. Additionally, to demonstrate the usefulness of the new resource, we benchmarked multiple state-of-the-art VQA algorithms on the database. The new database will be made publicly available on our website: \url{https://live.ece.utexas.edu/research/LIVE-Meta-Mobile-Cloud-Gaming/index.html}Comment: Accepted to IEEE Transactions on Image Processing, 2023. The database will be publicly available by 1st week of July 202

    Game-based Strategies Implementation During Social Skills Training for Non-Elementary Aged Individuals

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    The problem of practice that has been identified is the lack of games as a social skills tool. Individuals with Autism may face many daily challenges. One of the known deficits for this population is their challenges related to social skills. One way to provide social skills instruction is through game-based strategies. When thinking about play it is not uncommon to automatically envision young children, but the inclusion of game-based play during social skills instruction can be appropriate for all age groups. As children age interventions tend to move away from the inclusion of play. In order to teach social skills the individuals must first be willing to come together as a group and interact with each other. One way to bring resistant individuals together is through play. During the pilot study of social skills training, for middle school aged students with high functioning autism, it was discovered that the inclusion of playing board games became a positive and productive way to bring resistant individuals together for the purpose of social skills training. With the inclusion of game playing as part of the social skills pilot study the results were positive interactions between individuals who initially avoided any interactions, other than negative ones, with each other. The model will be implemented with individuals who have autism and may also have other disabilities who are functioning at a much lower cognitive level. The goals of the pilot program are to increase social interactions and to improve social skills through the inclusion of play during social skills instruction. Social skills instruction requires individuals to be engaged; the inclusion of play is a natural non-threatening way to promote cooperative social interactions as a precursor to social skills instruction

    Spartan Daily, April 20, 2004

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    Volume 122, Issue 50https://scholarworks.sjsu.edu/spartandaily/9984/thumbnail.jp
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