计算机科学
电子游戏
集合(抽象数据类型)
结果(博弈论)
匹配(统计)
利用
国家(计算机科学)
感觉
游戏设计
游戏测试
学生参与度
博弈机制
收入
游戏开发者
多媒体
心理学
数学教育
社会心理学
游戏设计文档
计算机安全
微观经济学
算法
统计
数学
经济
程序设计语言
会计
业务
作者
Yan Huang,Stefanus Jasin,Puneet Manchanda
标识
DOI:10.1287/isre.2019.0839
摘要
We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.
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