Data Analytics Applications in Gaming and Entertainment

Regular price €58.99
Accelerated Failure Time Models
advanced game data mining applications
Battle Maps
big data
Category=KNT
Category=UMK
Category=UNC
Category=UNF
Chord Diagram
churn prediction
customer lifetime value
customer lifetime value estimation
Damage Dealers
data analytics
data mining
DNN Model
entertainment
eq_bestseller
eq_business-finance-law
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Final Occurrence
game analytics
game design
Game Developers
game development
Gameplay Data
gaming
Grand Theft Auto
Icon Source
Information Visualization
interactive data visualization
Kaplan Meier Estimator
Large Rating Differences
matchmaking
Matchmaking System
Minimum Id
NBD
NBD Model
Node Link Diagrams
player behavior analysis
player communities
player profiling
predictive modeling techniques
Random Forest
RFM.
social network analysis
Stacked Area Chart
user segmentation methods
visualization
Visualization Methods
Win Rates

Product details

  • ISBN 9781032091907
  • Weight: 590g
  • Dimensions: 156 x 234mm
  • Publication Date: 30 Jun 2021
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.

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.

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.