The value of a game is assessed by measuring the intensity of the level of activity of its players. No matter how thoroughly though the design is, the litmus test is whether players keep using it or not. To reduce the number of abandoning players, it is important to detect in time the subjects at risk. In the literature, many works are targeting this issue. However, the main focus has been on entertainment games, from which articulated indicators of in-game behaviors can be extracted. Those features tend to be context-specific and, even when they are not, they are proper of full-featured games, and thus, impossible to adapt to other systems such as games with a purpose and gamified apps. In this preliminary work, we fed to an Artificial Neu...
The extent to which players feel compelled to play a game is a primary factor in determining that ga...
We study the relationship between performance and practice by analyzing the activity of many players...
This paper presents the results of an explorative study on predicting aspects of playing behavior fo...
The number of users attracted and engaged in a system dictates the value of the system itself. In ga...
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisem...
Abstract—Free-to-Play or “freemium ” games represent a fun-damental shift in the business models of ...
Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for ...
Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game in...
Free-to-Play or 'freemium' games represent a fundamental shift in the business models of the game in...
Abstract Social networks have been shown to enhance player experience in online games and to be impo...
Free-to-play mobile games monetize players through different business models, with higher player eng...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change...
Background: Game analytics is a field that aims to analyze games and help in the enhancement of game...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
The extent to which players feel compelled to play a game is a primary factor in determining that ga...
We study the relationship between performance and practice by analyzing the activity of many players...
This paper presents the results of an explorative study on predicting aspects of playing behavior fo...
The number of users attracted and engaged in a system dictates the value of the system itself. In ga...
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisem...
Abstract—Free-to-Play or “freemium ” games represent a fun-damental shift in the business models of ...
Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for ...
Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game in...
Free-to-Play or 'freemium' games represent a fundamental shift in the business models of the game in...
Abstract Social networks have been shown to enhance player experience in online games and to be impo...
Free-to-play mobile games monetize players through different business models, with higher player eng...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change...
Background: Game analytics is a field that aims to analyze games and help in the enhancement of game...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
The extent to which players feel compelled to play a game is a primary factor in determining that ga...
We study the relationship between performance and practice by analyzing the activity of many players...
This paper presents the results of an explorative study on predicting aspects of playing behavior fo...