SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Clustering Game Behavior Data
6 references·2 citing·25 second hop
Clustering Game Behavior Data (2014)Clustering Game Behavior DataA Comparison of Methods for Player Clustering via Behavioral Telemetry (2014)A Comparison of Methods for P…Game Analytics : Maximizing the Value of Player Data (2013)Game Analytics : Maximizing t…Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue (2013)Freemium Economics: Leveragin…Guns, swords and data: Clustering of player behavior in computer games in the wild (2012)Guns, swords and data: Cluste…Competing on Analytics: The New Science of Winning (2007)Competing on Analytics: The N…Competing on analytics: the new science of winning (2007)Competing on analytics: the n…Within-item response processes as indicators of test-taking effort and motivation (2020)Within-item response processe…Lessons learned from supplementing archaeological museum exhibitions with virtual reality (2019)Lessons learned from suppleme…The social side of gaming (2004)Measuring Expert Performance for Serious Games Analytics: From Data to Insights (2015)A Data Analysis of Player in World of Warcraft Using Game Data Mining (2017)Real-time stealth intervention for motor learning using player flow-state (2018)The Economics of Welfare (1933)The Concept of Corporate Strategy (1987)Discrete Choice Theory of Product Differentiation (1992)Five Provocations for Ethical HCI Research (2016)Why do people play location-based augmented reality games: A study on Pokémon GO (2018)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Building Virtual and Augmented Reality museum exhibitions (2004)Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)Digitalization of ancient fabric using virtual reality technology at the Wieng Yong House Museum: The FabricVR project (2022)A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience (2023)Expectancy–Value Theory of Achievement Motivation (2000)The standards for educational and psychological testing. (2013)Promoting an open research culture (2015)A time series approach to player churn and conversion in videogames (2021)Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2) (2014)Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)Ping to Win? (2016)Closing the Marketing Capabilities Gap (2011)Algorithm Aversion: People Erroneously Avoid Algorithms after Seeing Them Err (2014)Critical analysis of Big Data challenges and analytical methods (2016)
this work references cited by second hop

References

  • 2007Competing on Analytics: The New Science of Winning1,133 cited
  • 2007Competing on analytics: the new science of winning941 cited
  • 2013Game Analytics : Maximizing the Value of Player Data259 cited
  • 2012Guns, swords and data: Clustering of player behavior in computer games in the wild181 cited
  • 2013Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue82 cited
  • 2014A Comparison of Methods for Player Clustering via Behavioral Telemetry63 cited

Cited by

  • 2019Lessons learned from supplementing archaeological museum exhibitions with virtual reality95 cited
  • 2020Within-item response processes as indicators of test-taking effort and motivation25 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work