Consumer profiling for the online-mobile gaming industry with respect to the youth (15-24 year old)

2021 ◽  
Author(s):  
Hitesh Vij ◽  
Lakshay Buttan ◽  
Muskaan Chuttani ◽  
Lakshay Meena
Author(s):  
Darshan BabuL.Arasu ◽  
Syafiza AnisBasharuddin ◽  
Nur ZulailaZulShukor ◽  
Wan Mohd Nazmee Wan Zainon

Nowadays, there is new technology such as augmented reality and virtual reality that starting to get attention from many parties especially in mobile gaming industry. This technology brings elements of the virtual world into the real world by enhancing what users see, hear and feel. All these elements are augmented by computer generated sensory input such as, sound, video, graphics or GPS data. Augmented and virtual reality also supported in many fields for example, education, design, reconnaissance, maintenance and etc. This paper review the field of Augmented Reality, including a brief definition, the problems, the inventing technologies and their characteristics. Besides, it will also discuss some recent application of as well as the limitations in the use of thesetechnology


2012 ◽  
Vol 36 (3) ◽  
pp. 212-221 ◽  
Author(s):  
Claudio Feijoo ◽  
José-Luis Gómez-Barroso ◽  
Juan-Miguel Aguado ◽  
Sergio Ramos

Pressacademia ◽  
2016 ◽  
Vol 3 (4) ◽  
pp. 368-368
Author(s):  
Boubacar Gamatche Abdoul Aziz ◽  
Shen Lei

2015 ◽  
Vol 31 (4) ◽  
pp. 431-437
Author(s):  
Joan Davison Conrod ◽  
Judy Cumby

ABSTRACT This case examines selected financial reporting and audit issues in the context of the on-line gaming industry. Key issues are revenue recognition and asset impairment under IFRS. Revenue trends are critical for the company as it considers a public offering. The estimates inherent in recognizing revenue for virtual goods, both consumable goods and durable goods, make revenue recognition and audit of revenue especially judgmental. IAS 18 or IFRS 15 may be used as a framework to discuss revenue recognition. Judgment is also required to support impairment testing of an intangible asset and goodwill.


2021 ◽  
pp. 1-10
Author(s):  
Ahmet Tezcan Tekin ◽  
Tolga Kaya ◽  
Ferhan Cebi

The use of fuzzy logic in machine learning is becoming widespread. In machine learning problems, the data, which have different characteristics, are trained and predicted together. Training the model consisting of data with different characteristics can increase the rate of error in prediction. In this study, we suggest a new approach to assembling prediction with fuzzy clustering. Our approach aims to cluster the data according to their fuzzy membership value and model it with similar characteristics. This approach allows for efficient clustering of objects with more than one cluster characteristic. On the other hand, our approach will enable us to combine boosting type ensemble algorithms, which are various forms of assemblies that are widely used in machine learning due to their excellent success in the literature. We used a mobile game’s customers’ marketing and gameplay data for predicting their customer lifetime value for testing our approach. Customer lifetime value prediction for users is crucial for determining the marketing cost cap for companies. The findings reveal that using a fuzzy method to ensemble the algorithms outperforms implementing the algorithms individually.


Author(s):  
Mikko Antikainen

AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “concrete” view, the protection of digital designs is more problematic, as the scope of protection is often tied to the reproduction of an actual physical product. The paper argues that, under CJEU jurisprudence and EUIPO practice, most of the open questions regarding the protection of digital designs and dimensional conversion can be considered as solved. The CJEU has chosen “abstract” protection over “concrete”, thus broadening the scope of protection at the EU level. This means that the digital use of non-digital designs can now be seen as infringing. As a consequence, in the future, right holders should put more care into evaluating the limitations and exceptions. The paper points this out with regard to the issues that are of relevance for the gaming industry, as this is where the use of digital designs is most versatile and relevant.


2021 ◽  
pp. 100445
Author(s):  
Xiaowei Cai ◽  
José Javier Cebollada Calvo ◽  
Mónica Cortiñas Ugalde

SAGE Open ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 215824402110213
Author(s):  
Phan Anh Quang

The popularization of online gaming in Vietnam, including PC and mobile gaming, has witnessed the contribution of wuxia fictions as an essential aspect of digital content production. This article shows an attempt in tracing the cultural history of wuxia works in Vietnam. East-West differences have also been taken into consideration as a way to explain reading and playing preferences. By using life course approach along with the concepts of nostalgia and cultural proximity, this study tries to historically portray the wuxia readership in Vietnam and its vestige found in wuxia online games. The findings indicate that wuxia novels serve as a crucial factor representing the literary relationship between the Sinosphere and Vietnam. Its presence has enriched the content of Vietnamese literature, adding a new genre that has been widely accepted by many generations of Vietnamese readers. Because wuxia online games could be seen as the digital continuation of wuxia fictions, the author argues that prior experience drawn from interacting with wuxia novels affects the game selection-making process of players, and gaming companies in Vietnam also acknowledge that and deploy appropriate business strategies.


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