Data Analytics Applications in Gaming and Entertainment: Data Analytics Applications
Editat de Günter Wallneren Limba Engleză Hardback – 28 iun 2019
Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 299.01 lei 3-5 săpt. | +19.41 lei 10-14 zile |
CRC Press – 30 iun 2021 | 299.01 lei 3-5 săpt. | +19.41 lei 10-14 zile |
Hardback (1) | 564.64 lei 6-8 săpt. | |
CRC Press – 28 iun 2019 | 564.64 lei 6-8 săpt. |
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Specificații
ISBN-13: 9781138104433
ISBN-10: 1138104434
Pagini: 306
Ilustrații: 12-Page Color Insert between pages 126 & 127
Dimensiuni: 156 x 234 x 25 mm
Greutate: 0.63 kg
Ediția:1
Editura: CRC Press
Colecția Auerbach Publications
Seria Data Analytics Applications
ISBN-10: 1138104434
Pagini: 306
Ilustrații: 12-Page Color Insert between pages 126 & 127
Dimensiuni: 156 x 234 x 25 mm
Greutate: 0.63 kg
Ediția:1
Editura: CRC Press
Colecția Auerbach Publications
Seria Data Analytics Applications
Cuprins
Part 1 – Introduction to game data mining.
Part 2 – Data mining for games user research.
Part 3 – Data mining for game technology.
Part 4 – Visualization of large-scale game data.
Part 2 – Data mining for games user research.
Part 3 – Data mining for game technology.
Part 4 – Visualization of large-scale game data.
Notă biografică
Günter Wallner is Assistant Professor at the Eindhoven University of Technology and Senior Scientist at the University of Applied Arts Vienna. He holds a doctorate degree in natural sciences from the University of Applied Arts Vienna and a diploma degree in computer science from the Vienna University of Technology. His research interests lie at the intersection of games user research, data analytics, and information visualization. His work particularly centers on understanding player behavior in games and on researching methods to explore and communicate the collected data to derive actionable insights for game design and development. As a leading expert in game-data visualization, he is developing novel visualizations to support the analysis of the increasingly large-scale player behavioral datasets. Günter is an active member of the games research community, has published more than 60 peer-reviewed articles, and has received various awards and recognitions for his work on games.
Descriere
Over the last decade big data and data mining has received growing interest and importance in game production to process and draw actionable insights from large volumes of player-related data in order to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation.