scholarly journals Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum

Complexity ◽  
2017 ◽  
Vol 2017 ◽  
pp. 1-10
Author(s):  
Young Bin Kim ◽  
Kyeongpil Kang ◽  
Jaegul Choo ◽  
Shin Jin Kang ◽  
TaeHyeong Kim ◽  
...  

Transactions involving virtual currencies are becoming increasingly common, including those in online games. In response, predicting the market price of a virtual currency is an important task for all involved, but it has not yet attracted much attention from researchers. This paper presents user opinions from online forums in a massive multiplayer online game (MMOG) setting widely used around the world. We propose a method for predicting the next-day rise and fall of the currency used in an MMOG environment. Based on analysis of online forum users’ opinions, we predict daily fluctuations in the price of a currency used in an MMOG setting. Focusing specifically on the World of Warcraft game, one of the most widely used MMOGs, we demonstrate the feasibility of predicting the fluctuation in value of virtual currencies used in this game community.

Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Gamification ◽  
2015 ◽  
pp. 930-955
Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


MEDIASI ◽  
2020 ◽  
Vol 1 (1) ◽  
pp. 19-27
Author(s):  
Deddy Stevano H. Tobing

This research discusses the popularity of Faerlina US which is one of the game server of the game World of Warcraft Classic (WoW Classic), a MMORPG (Massively Multiplayer Online Role Playing Game) game version which is one of the World of Warcraft game version released on 26 August 2019. This study uses several qualitative research methods, namely participatory observation, in-depth interviews, and studies of previous studies. The results of this study indicate that the popularity of Faerlina US tends to be driven by the popularity of twitch.tv streamers who play on these servers. This research also shows that Faerlina has also become popular because it is interesting to be a place to conduct economic activities such as selling virtual items and conducting gold-virtual currency transactions into real money.


2011 ◽  
Vol 27 (1) ◽  
pp. 473-479 ◽  
Author(s):  
Birgit U. Stetina ◽  
Oswald D. Kothgassner ◽  
Mario Lehenbauer ◽  
Ilse Kryspin-Exner

2010 ◽  
Vol 38 (5) ◽  
pp. 627-636 ◽  
Author(s):  
Yu-Tzu Chiang ◽  
Sunny S. S. J. Lin

Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents (N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness.


2019 ◽  
pp. 11-15
Author(s):  
Larysa OSTROVERKH ◽  
Yurii SHANDRENKO

The article explores the phenomenon of the development of virtual currencies and their growing popularity, resulting in a natural imbalance when innovations in the field of economy outstripped the development of legislation governing the relationship between entities in the field of calculations and payments. This led to the lack of a common understanding of the legal status of cryptocurrency and the methods of its regulation at the current stage of economic relations and global technologies, which caused the world community the problem of determining the legal status of cryptocurrency, which arose from the evolution of money and the emergence of new structured financial products. For Ukraine, as for most countries in the world, the global digital economy remains an area with undiscovered potential, since the National Bank of Ukraine does not recognize cryptocurrencies with either electronic money, money surrogates or other legal means of payment and does not recommend using them as such, but, in addition, it does not prohibit their use. Evidence of NBU's desire to keep up with current global trends was the emergence in May 2016 of the first Ukrainian «Karbowanec» cryptocurrency (after the Karbo rebranding in September 2017), which prompted many financial agents to ask whether – «Can you trust Karbo?» and «What is Karbo better than other cryptocurrencies?». Karbo is positioned as an alternative to low volatility settlement, designed for calculations and real use with new cryptocurrency ways of regulating money supply and market price. However, the question remains open – should the state recognize cryptocurrency as a digital (virtual) currency, or as a means of exchange or payment, or as other digital or intangible assets, or as property rights, etc., to introduce a method of accounting and regulate the system of taxation of transactions with it?


2007 ◽  
Vol 35 (10) ◽  
pp. 1399-1404 ◽  
Author(s):  
HILL HUNG-JEN TU ◽  
LILY SHUI-LIEN CHEN ◽  
MICHAEL CHIH-HUNG WANG ◽  
JULIA YING-CHAO LIN

This study was designed to uncover the impact of neuroticism on leisure satisfaction based on online games in Taiwan, the country that has the second largest online game-playing market in the world. A systematic sampling produced 500 usable questionnaires for the final data analysis. The findings indicate a negative relationship between neuroticism and leisure satisfaction. This research therefore provides evidence that overall leisure satisfaction decreases in persons with a greater neuroticism tendency.


2019 ◽  
Vol 8 (1) ◽  
pp. 33-38
Author(s):  
Masta Hutasoit ◽  
Herian Alpazara

Background: The development of technologies have progressed very rapidly, one of them is online game. Online games have an impact that makes users addicted to playing it, such as increased aggressiveness in adolescents, disruption of sleep patterns, lack of concentration, socialization, and lack of empathy..Objective: To describe the playing behavior of online games in adolescents Methods: This research was descriptive research. Purposive sampling technique with 56 students in Yogyakarta. The instrument in this study used questionnaire. Analysis statistic used univariate analysis with frequency distribution of each variable.Results: The results of the study showed that online gaming behavior in adolescents was included in the high category of (46.4%). The age of the first time playing online games was 12 years (44.6%), media games used mobile phones (80.4%), playing online games was with friends (64.3%). The type of game used was mostly aggression (87.5%). And most of the games were at home, namely (92.9%). The intensity of playing online games most of the respondents included in the category were always (39.3%).Conclusion: high category in playing games in adolescents can have an impact on needed attention to parents to monitor teenagers in playing games so as not to become addictive and have an impact on children's lives   Keywords: Adolescents, Behavior, Online games


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