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A Data Analysis of Player in World of Warcraft Using Game Data Mining
8 references·1 citing·27 second hop
A Data Analysis of Player in World of Warcraft Using Game Data Mining (2017)A Data Analysis of Player in World of War…A Comparison of Methods for Player Clustering via Behavioral Telemetry (2014)A Comparison of Methods for P…Game Analytics (2013)Game AnalyticsGuns, swords and data: Clustering of player behavior in computer games in the wild (2012)Guns, swords and data: Cluste…On prophesying online gamer departure (2009)On prophesying online gamer d…On prophesying online gamer departure (2009)On prophesying online gamer d…Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Looking for Gender: Gender Ro…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Predicting subscription renewal using binary classification in World of Warcraft (2022)Predicting subscription renew…The social side of gaming (2004)Measuring Expert Performance for Serious Games Analytics: From Data to Insights (2015)Extracting gamers' cognitive psychological features and improving performance of churn prediction from mobile games (2017)Evaluating the use of exploratory factor analysis in psychological research. (1999)Bowling alone: the collapse and revival of American community (2000)Prevalence, Severity, and Comorbidity of 12-Month DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Psychosocial causes and consequences of pathological gaming (2010)Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011)Trust: The Social Virtues and the Creation of Prosperity (1996)What Video Games Have to Teach Us about Learning and Literacy (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)An analysis of WoW players' game hours (2008)The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence. (1980)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)My avatar and me – Gender and personality predictors of avatar-self discrepancy (2011)Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016)What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2016)A distributed architecture for multiplayer interactive applications on the Internet (1999)What Video Games Have to Teach Us About Learning and Literacy (2007)A time series approach to player churn and conversion in videogames (2021)Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)Ping to Win? (2016)A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes (2017)
this work references cited by second hop

References

  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2008Who plays, how much, and why? Debunking the stereotypical gamer profile706 cited
  • 2009Looking for Gender: Gender Roles and Behaviors Among Online Gamers343 cited
  • 2013Game Analytics230 cited
  • 2012Guns, swords and data: Clustering of player behavior in computer games in the wild181 cited
  • 2014A Comparison of Methods for Player Clustering via Behavioral Telemetry63 cited
  • 2009On prophesying online gamer departure20 cited
  • 2009On prophesying online gamer departure16 cited

Cited by

  • 2022Predicting subscription renewal using binary classification in World of Warcraft11 cited

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