206,146 research outputs found

    Modeling Paying Behavior in Game Social Networks

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    Online gaming is one of the largest industries on the Internet, generating tens of billions of dollars in revenues annually. One core problem in online game is to find and convert free users into paying customers, which is of great importance for the sustainable development of almost all online games. Although much research has been conducted, there are still several challenges that remain largely unsolved: What are the fundamental factors that trigger the users to pay? How does users? paying behavior influence each other in the game social network? How to design a prediction model to recognize those potential users who are likely to pay? In this paper, employing two large online games as the basis, we study how a user becomes a new paying user in the games. In particular, we examine how users' paying behavior influences each other in the game social network. We study this problem from various sociological perspectives including strong/weak ties, social structural diversity and social influence. Based on the discovered patterns, we propose a learning framework to predict potential new payers. The framework can learn a model using features associated with users and then use the social relationships between users to refine the learned model. We test the proposed framework using nearly 50 billion user activities from two real games. Our experiments show that the proposed framework significantly improves the prediction accuracy by up to 3-11% compared to several alternative methods. The study also unveils several intriguing social phenomena from the data. For example, influence indeed exists among users for the paying behavior. The likelihood of a user becoming a new paying user is 5 times higher than chance when he has 5 paying neighbors of strong tie. We have deployed the proposed algorithm into the game, and the Lift_Ratio has been improved up to 196% compared to the prior strategy

    Aplikasi Pendeteksi Jauh Dekat Posisi Suatu Objek Dengan Menggunakan Kinect for Windows

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    The growth of technology are used on every aspect of human lifes. One that rapidly growing is technology on video games. Virtual reality is on that raise the intereset of game developer to improve the quality of gameplay. By using virtual reality, user can interact directly with the game world this will give the user feeling of reality. One of the technology that used in virtual reality is kinect. On that aspect this research about the depth sensor of kinect device is chosen. Depth sensor will be used to get an input of user motion to make a different result based on the depth movement. This research is meant to create an application that can give a different output on virtual reality game based on depth input that kinect catch from user motion.Kinect is used as the game controller in the result of this virtual reality game research. Kinect device will used to control the game character, user only need to move their body parts tomove the character this kind of controller will led to a feeling of reality experienced by user. Therefore to increase that feel, the depth movement that user do will be calculated using physics to give a more better output.The test result shown that kinect device can give good output by using the depth sensor. The test can divide the speed that kinect catch can be classified to 4 stage dan each of this stage can giive a different reaction on the game

    Pengaruh Persepsi dan Sikap Pemain terhadap Niat Menggunakan Mobile Game Menggunakan Technology Acceptance Model

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    Technology Acceptance Model was developed in order to describe therelationship between user\u27sperceptive and their attitude toward an object. This researchmain purpose is to analyze the relationship between mobile game\u27s player\u27s perceptiveand their attitude toward the game and finally how that relationship affect user\u27sintention to use newer game. The research conducted in Indonesia and using purposivesampling, we have collected data from 170 Clash of Clan players. We use Partial LeastSquare (PLS) as our data analysis technique. This research results are user\u27s perceptive(perceived usefulness and perceived ease of use) both has direct significant effecttoward attitude and intention to use. In addition, direct significant effect also foundbetween attitude and intention to use, which made attitude toward use could becomemediated variable between the relationship between users\u27s perceptive and user\u27sintention to use. This research contribution is giving a good description for theimportance role of user\u27s attitude toward product use to improve user\u27s intention to usethe product

    ENGLISH GUESSING PICTURES GAME FOR 4TH GRADE ELEMENTARY SCHOOL STUDENTS USING MACROMEDIA FLASH 8

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    This research was purposed to produce and examine the appropriateness of English Guessing Pictures Game for 4th Grade Elementary School Students. This game contains about english vocabularies for 4th grade students, that was expected to help students in knowing and learning about english vocabularies. This game developed by using Macromedia Flash 8. This research use Research and Development (R&D) was developed by Lee and Owen. The steps in this research were consist of analysis, design, development, implementation and evaluation. Analysis was break into two parts needs assessment and front-end analysis. Needs assessment was for collecting whole datas, front-end analysis was for analyze all datas that were collected. Its analysis were audience analysis, technology analysis, media analysis, and extant-data analysis. Design consist of material collecting, made storyboard and flowchart. Development consist of game building, experts judgement and revision. Before doing experts judgement, performed former examine use black box testing method to know mistakes that were in game. Experts judgement performed by media experts and material experts, this examination called by alpha testing. Implementation was step which examination according to user (students) or well known as beta testing. This examination was done in SD N Caturtunggal 7 which involving 33 of 4th grade students. Data collecting method was using questionnaires. Data analysis uses analysis descriptive by changing evaluation total scores into appropriateness percentage interval. Results of data analysis show that appropriateness by media experts got 85,75% which included in high appropriate category. Result value from material experts got 86,25% which included in high appropriate category. Result of data analyzing from field try out (beta testing) by students got 87,14% which included. So then, can be concluded that english guessing pictures game for 4th grade elementery school student was appropriate to be used. Keywords: English, Educational game, Guessing Picture

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games
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