scholarly journals Vector Embedding Techniques for Player Behaviour in DOTA 2

2021 ◽  
Author(s):  
Jinay Shah
Keyword(s):  
2010 ◽  
Vol 6 (5) ◽  
pp. 499-511 ◽  
Author(s):  
Josephine Reid ◽  
Richard Hull ◽  
Ben Clayton ◽  
Gary Porter ◽  
Phil Stenton

2021 ◽  
Vol 2 (1) ◽  
pp. 13-20
Author(s):  
Jennifer Reynolds

Technology has blurred the lines between gambling and gaming. While the convergence can be witnessed on many different levels, social casino games on social networking sites and mobile apps illustrate just one example. Much of what we currently know about social casino games focuses on player behaviour, with little understanding about this genre from the perspective of social game professionals. This paper aims to fill the gap in our understanding of social casino games through interviews with the professionals who design them. In-depth interviews were conducted with 14 professionals from the social casino games industry. Interviews were analyzed using thematic analysis. Findings illustrate tensions that exist between the two fields of gambling and gaming; however, both are trying to separate themselves from the stigmatized ‘dirty secret’ that is gambling. Further, as a result of social casino games residing, for the most part, in an unregulated ‘grey area,’ findings illustrate the ethical struggle felt by social casino game professionals. This convergence has significant consequences, not only for players, but for game developers, designers, and researchers, and highlights the importance of game designer education.


2020 ◽  
Author(s):  
Oliver James Scholten ◽  
David Zendle ◽  
James Alfred Walker

Decentralised gambling applications are a new way for individuals to engage in online gambling. Decentralised gambling applications are distinguished from traditional online casinos in that individuals use cryptocurrency as a stake. Furthermore, rather than being stored on a traditional server, decentralised gambling applications are stored on a cryptocurrency’s blockchain.Previous work in the player behaviour tracking literature has examined the spending profiles of gamblers on traditional online casinos. However, parallel work has not taken place in the decentralised gambling domain. The profile of gamblers on decentralised gambling applications are therefore not known.This paper explores 2,232,741 transactions from 24,234 unique addresses to three such applications operating atop the Ethereum cryptocurrency network over 583 days. We present spending profiles across these applications, providing the first detailed summary of spending behaviours in this technologically advanced domain. We find that the typical user spends approximately \$110 equivalent across a median of 6 bets in a single day, although heavily involved bettors spend approximately \$100,000 equivalent over a median of 644 bets across 35 days. Our findings suggest that the use of decentralised gambling applications typically involves lower and less frequent expenditures than other online casinos, but that the most heavily involved players in this new domain spend substantially more. Our findings also demonstrate the use of these applications as a research platform, specifically for large scale longitudinal in-vivo data analysis.


2014 ◽  
Vol 2014 ◽  
pp. 1-17 ◽  
Author(s):  
Mirko Suznjevic ◽  
Jose Saldana ◽  
Maja Matijasevic ◽  
Julián Fernández-Navajas ◽  
José Ruiz-Mas

Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCPVegasis a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely,Tahoe, Reno,andNew Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.


2020 ◽  
Author(s):  
Nick Ballou ◽  
Charles Takashi Toyin Gbadamosi ◽  
David Zendle

Loot boxes are the focus of growing research and regulatory attention. While they are frequently treated as a monolithic feature of games by researchers and policymakers, loot box implementations are not uniform: the features of loot boxes vary from game to game in ways that may have important consequences for player spending and behaviour. Despite this, previous attempts to classify loot boxes have either not focused on the impact of loot box features on player behaviour and spending, or have not attempted to fully map the different forms that loot boxes currently take. In this work, we attempt to illustrate the nuance present in loot box implementation in a featural model. Using our lived experience, a qualitative coding exercise, and consultation with an industry professional, we identify thirty-two features of loot box-like mechanics that might be expected to influence player behavior or spending, which we group into five domains: point of purchase, pulling procedure, contents, audiovisual presentation, and salience. Each feature is broken down into two or more categorization tags for a given loot box, and illustrative examples of each feature are provided. This work may serve to guide researchers in studying how different types of loot boxes may affect players, aid regulators in ensuring that any proposed legislation is sufficiently nuanced to handle the wide variation in loot box design, and help parents and players to better understand the inner workings of loot boxes during play.


2020 ◽  
Vol 32 (1) ◽  
pp. 1-2 ◽  
Author(s):  
Jim McKenna ◽  
Susan Backhouse ◽  
Gemma Phillips ◽  
Ben Jones

To prevent the spread of infection during matches and training activities is a major challenge facing all sports returning from the enforced COVID-19 shutdown. During training and matches, rugby league players make contact with others which can result in SARS-CoV-2 virus transmission. While these interactions characterise the appeal of the game, a number of them can be avoided, including shaking hands and conversing after the match. This paper presents a framework underpinned by behavioural science (capability, opportunity, motivation and behaviour model, COM-B) to support stakeholders in helping players adopt new social distance norms and behaviours. This framework helps to ensure the players have the capability, opportunity, and motivation to adopt new COVID-19 risk minimising behaviours, which they will need to commit to 100%.


Author(s):  
Johanna Pirker

This chapter is an introduction to social network analysis with a focus in the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research to understand player behaviour in a social context.


2012 ◽  
Vol 29 (4) ◽  
pp. 631-645 ◽  
Author(s):  
Ewan Coates ◽  
Alex Blaszczynski

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