The document outlines a simple 3-step process for analyzing information:
1. Select relevant concepts, data sources, or analysis approaches
2. Harmonize or merge the selected information
3. Generate actionable intelligence, knowledge, or key insights from the harmonized information.
Metrics of love. How To Measure Loyalty and Understand That Users Love Your GameEkaterinaSabirova2
In December 2017 devtodev traveled to Kyiv to attend Games Gathering - the biggest Ukrainian annual event for game developers that will become a meeting place for more than 1,500 professionals from 25 countries, over 70 industry speakers and 50+ indie teams.
There our Lead Analyst Vasiliy Sabirov presented the metrics of loyalty in games and how to measure them. He spoke about loyalty and who the loyal users are, what distinguishes them from the disloyal ones, and how they behave in games.
WHAT DO LOYAL PLAYERS DO?
WHY IS RETENTION THE MOST IMPORTANT METRIC OF LOYALTY?
WAYS TO INCREASE RETENTION
IMPROVING ACTIVATION EDUCATION
IMPROVING ACTIVATION ENGAGEMENT
RETENTION CONTENT
GETTING PLAYERS ON THE HOOK
TRIGGERS
ACTIONS
VARIABLE REWARD
INVESTMENTS
HOW TO MEASURE LOYALTY AT A SPECIFIC POINT?
NET PROMOTER SCORE
ALTERNATIVES OF NPS
WHO IS THE LOYAL PLAYER?
eSports for Competitive Mobile & Indie Games | David HiltscherJessica Tams
Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
How Data Science Works for Education and EntertainmentHwai-Jung Hsu
The document discusses using data science in education and entertainment. It summarizes several studies conducted by the Institute of Information Science on MOOCs, online games, and professional baseball. One study used student exercise log data to build a user model and develop an adaptive test system for a MOOC platform. Another study analyzed online game player login data to predict when players would quit, with over 75% accuracy using a simple model. A third study measured players' facial expressions during gaming to predict a game's addictiveness index and long term market performance. The document discusses opportunities and challenges for applying data science in these fields.
Engagement Metrics: Uses and DiscoveriesJoseph Volin
The document discusses Lewis University's system for measuring alumni engagement called "The Lewis System". It was created in-house in 2012 to quantify engagement using metrics from their alumni database. Various engagement activities are assigned relative point values, and alumni receive composite engagement scores in different categories and overall. The system aims to guide strategic decisions, identify opportunities, and justify resource allocation. Results show engagement and giving participation increased across populations from 2013 to 2015.
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
The presentation covered the principles of product management for free-to-play games. Games have taken a live product mentality in the last few years, and PM's need to be able to combine design, data, and marketing to drive important KPI's.
Bullet points:
- What the important revenue and retention KPIs for games are
- How to decide what new features to add to gaming products
- What a successful A/B testing looks like in the gaming space
- Ad supported games
- Case studies: examples of successful feature releases in the gaming industry
The Games Industry Analytics Forum returned for its 10th meet-up on Thursday 27th August at Product Madness in London.
GIAF is a free event for game analytics practitioners held in both the USA and UK, organised by game analytics & marketing company deltaDNA.
Featuring ever-changing presentations, venues and expert panel discussions, it's a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
UK GIAF: Summer 2015 Featured:
Peter Warman, CEO and Co-founder at Newzoo
What to do with data from 1 billion smart devices in China?
Volodymyr (Vlad) Kazantsev, Head of Data Science at Product Madness
From Data Science to Data Impact: On many ways to segment your players & more
Heather Stark, Analyst at Kinran Limited
Trends in game analytics: What’s happening (and why)
Interested in speaking at a future event or in finding our more? Visit www.deltadna.com/GIAF
The document outlines a simple 3-step process for analyzing information:
1. Select relevant concepts, data sources, or analysis approaches
2. Harmonize or merge the selected information
3. Generate actionable intelligence, knowledge, or key insights from the harmonized information.
Metrics of love. How To Measure Loyalty and Understand That Users Love Your GameEkaterinaSabirova2
In December 2017 devtodev traveled to Kyiv to attend Games Gathering - the biggest Ukrainian annual event for game developers that will become a meeting place for more than 1,500 professionals from 25 countries, over 70 industry speakers and 50+ indie teams.
There our Lead Analyst Vasiliy Sabirov presented the metrics of loyalty in games and how to measure them. He spoke about loyalty and who the loyal users are, what distinguishes them from the disloyal ones, and how they behave in games.
WHAT DO LOYAL PLAYERS DO?
WHY IS RETENTION THE MOST IMPORTANT METRIC OF LOYALTY?
WAYS TO INCREASE RETENTION
IMPROVING ACTIVATION EDUCATION
IMPROVING ACTIVATION ENGAGEMENT
RETENTION CONTENT
GETTING PLAYERS ON THE HOOK
TRIGGERS
ACTIONS
VARIABLE REWARD
INVESTMENTS
HOW TO MEASURE LOYALTY AT A SPECIFIC POINT?
NET PROMOTER SCORE
ALTERNATIVES OF NPS
WHO IS THE LOYAL PLAYER?
eSports for Competitive Mobile & Indie Games | David HiltscherJessica Tams
Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
How Data Science Works for Education and EntertainmentHwai-Jung Hsu
The document discusses using data science in education and entertainment. It summarizes several studies conducted by the Institute of Information Science on MOOCs, online games, and professional baseball. One study used student exercise log data to build a user model and develop an adaptive test system for a MOOC platform. Another study analyzed online game player login data to predict when players would quit, with over 75% accuracy using a simple model. A third study measured players' facial expressions during gaming to predict a game's addictiveness index and long term market performance. The document discusses opportunities and challenges for applying data science in these fields.
Engagement Metrics: Uses and DiscoveriesJoseph Volin
The document discusses Lewis University's system for measuring alumni engagement called "The Lewis System". It was created in-house in 2012 to quantify engagement using metrics from their alumni database. Various engagement activities are assigned relative point values, and alumni receive composite engagement scores in different categories and overall. The system aims to guide strategic decisions, identify opportunities, and justify resource allocation. Results show engagement and giving participation increased across populations from 2013 to 2015.
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
The presentation covered the principles of product management for free-to-play games. Games have taken a live product mentality in the last few years, and PM's need to be able to combine design, data, and marketing to drive important KPI's.
Bullet points:
- What the important revenue and retention KPIs for games are
- How to decide what new features to add to gaming products
- What a successful A/B testing looks like in the gaming space
- Ad supported games
- Case studies: examples of successful feature releases in the gaming industry
The Games Industry Analytics Forum returned for its 10th meet-up on Thursday 27th August at Product Madness in London.
GIAF is a free event for game analytics practitioners held in both the USA and UK, organised by game analytics & marketing company deltaDNA.
Featuring ever-changing presentations, venues and expert panel discussions, it's a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
UK GIAF: Summer 2015 Featured:
Peter Warman, CEO and Co-founder at Newzoo
What to do with data from 1 billion smart devices in China?
Volodymyr (Vlad) Kazantsev, Head of Data Science at Product Madness
From Data Science to Data Impact: On many ways to segment your players & more
Heather Stark, Analyst at Kinran Limited
Trends in game analytics: What’s happening (and why)
Interested in speaking at a future event or in finding our more? Visit www.deltadna.com/GIAF
Mobile Esports and the Rise of the Competitive Indie Game | Ryan ChaplyJessica Tams
Delivered at Casual Connect Europe 2017. Last year, the Vainglory World Championship debuted as the first esport to take over the iconic TCL Chinese Theater in Hollywood. Join Ryan Chaply, Esports Program Manager at Twitch, as he recounts the journey between Twitch and Super Evil Megacorp in creating Evil Eight and the first Vainglory World Championship, with lessons for mobile and indie developers about maintaining a healthy, scalable esports ecosystem.
J. Shen Monetization Game Mechanics Social Developers Summit Monetization ...Mediabistro
The key strategies for game monetization discussed in the document are to maximize the percentage of paying users through designing perceived value and limiting access to items of value, which creates demand and increases user retention. Mechanics like time-limited items, boosts, and chance-based systems extend perceived value and encourage more spending. Dual currencies also allow for better economic balancing and continuous monetization over time.
The document describes a Game Learning Analytics model called GLAID for analyzing learning in users with cognitive disabilities. GLAID collects interaction data during game sessions and analyzes it at three levels - individualized, collective, and predictive. It relates the data to the game design and educational goals. The model was applied to the serious game Downtown designed to teach subway navigation to people with Down syndrome. Observables like help button clicks were tracked over sessions to provide individualized and collective analysis of learning progress.
Free2 play soft launch obtaining tangible results through action-oriented a...Mary Chan
This presentation is a crossroads between Business, Marketing, Data Analysis, and Production. It presents what is important from a free2play business perspective, how and what needs to be tracked, and how a company can make sure results are delivered based on the data gathered. A basic business awareness of the free2play market is necessary, but data analysts and production-oriented people can attend and get useful insights.
10 post launch CRM strategies you need to know to maximize revenuesdeltaDNA
This document outlines 10 post-launch CRM strategies for mobile games based on data from the analytics platform deltaDNA. It finds that the best games focus on long-term player retention and engagement over months rather than short-term revenues. Specific strategies include sending timed offers on 2 out of 3 active days and weekends, targeting offers to player behaviors, A/B testing promotions, and using push notifications to drive re-engagement. Overall, the document advocates for ongoing live operations testing and optimization to build a long-lasting game with high player lifetime value.
Here are the steps to maximize partnership value:
Step 1: Extract relevant data using SQL queries:
- Student skills
- Points earned
- Age
- Prior partnerships
Step 2: Define partnership "value" formula:
- Weighting for skill difference, age difference, etc.
Step 3: Formulate as linear program:
- Variables for each possible partnership
- Constraints: each student has one partner
- Objective: maximize total partnership value
Solve using solver add-in to find optimal matches.
Lec 04. The way to production: game testing and analyticsOlga Maksimenkova
The document discusses game testing and analytics for mobile games. It covers topics like what should be tested in games, such as balance, compatibility and localization. It also discusses testing techniques like ad-hoc, automated and progression testing. The document then shifts to discussing metrics for analyzing game performance, including basic metrics like DAU, retention and ARPDAU, as well as in-game metrics like source-sink-flow. It provides references for further research on testing methodologies and metrics.
Live events are useful for player retention and driving key metrics like logins, play time, spending, and engagement. They also provide short-term goals, highlight game content, foster community, and create a shared history. To deliver successful live events, developers need to balance predictability and surprise. Live event teams should have a process focused on goal setting, data collection, analysis, and iteration to continually improve events. Common live event types include login events, game modes, drop events, tournaments, and goal events, each with different purposes and best practices.
Using Data Science to grow games / Robert Magyar (SuperScale)DevGAMM Conference
- How did we double the profits of a game played by 160 million players with Machine Learning?
- What are the challenges of everyday use of ML in mobile games?
- We'll show you examples of how we've doubled the profits of the Hill Climb Racing 2 mobile game with cloud ML solutions.
- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
Teaching Financial Well-Being through Game-Based LearningDerrick Picard
Presented at the NASPA 2017 Symposium on Collegiate Financial Well-Being; the presentation covers using game-based learning as a tool to engage students in financial well-being concepts such as budgeting, financial planning, and risk/reward in investing. Participants were given the 6 Principles of Game-Based Learning framework, shown commercial examples of game-based learning, and introduced to Makin' Bank. A game designed by the presenter to engage students on topics of financial well-being.
The document proposes a social networking platform called Accolade that allows users to track and share their life achievements. It aims to motivate and reward users for both big and small accomplishments. The initial target market is post-secondary students aged 18-25. It will use a freemium model with premium profiles and monthly/annual subscriptions. Financial projections estimate $127,000 in revenue the first year, growing to $641,000 by the third year. The founders believe Accolade could scale exponentially and expand across demographics if acquired by a larger company.
The key strategies for maximizing monetization in social games according to the document are:
1) Create perceived value for items, actions, and events through scarcity, difficulty to obtain, aesthetics, and social features to encourage users to spend money.
2) Limit access to valuable items and content through time locks, limited releases, and random chance to generate demand and desire among users.
3) Use level locking, boosters, and time savers to provide a sense of progress and hope of future entertainment, which keeps users engaged and incentivizes spending.
Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with ...Irene Celino
1) The document analyzes data from the Night Knights GWAP to understand how player participation, accuracy, and behavior are affected by incentives, playing style, task difficulty, and variety.
2) It finds that participation significantly increases with tangible rewards but the effects do not last, and playing style shifts to classifying more images per round with incentives.
3) Player profiles can be categorized as beginners, snipers, champions, or trolls based on accuracy and participation levels.
Figuring out the right metrics for your gameSaurav Sahu
This document discusses the importance of establishing proper metrics and analytics frameworks when developing games. It recommends determining goals first before identifying relevant signals, questions, and metrics to track. Examples of metrics frameworks like HEART and AARRR are provided. Care must be taken to select actionable metrics and avoid biases. Analytics should be integrated from the start to help validate assumptions and drive optimal growth, engagement, and revenue.
Where is the money, Lebowski? How to identify and solve the problem in game ...EkaterinaSabirova2
Where is the money, Lebowski?
How to identify and solve the problem in game economy
Analytics is the remedy for your project
Major KPI
Metrics of quality
Revenue is falling. Why?
Events & funnels
Game structure
Players got stuck. Why?
Game economy
How to increase payments?
Segmentation
RFM-analysis
Richard Bartle’s classification
devtodev.com
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Detecting Misleading Headlines in Online News: Hands-on Experiences on Attent...Kunwoo Park
This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced.
Positivity Bias in Customer Satisfaction RatingsKunwoo Park
This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133
More Related Content
Similar to Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games
Mobile Esports and the Rise of the Competitive Indie Game | Ryan ChaplyJessica Tams
Delivered at Casual Connect Europe 2017. Last year, the Vainglory World Championship debuted as the first esport to take over the iconic TCL Chinese Theater in Hollywood. Join Ryan Chaply, Esports Program Manager at Twitch, as he recounts the journey between Twitch and Super Evil Megacorp in creating Evil Eight and the first Vainglory World Championship, with lessons for mobile and indie developers about maintaining a healthy, scalable esports ecosystem.
J. Shen Monetization Game Mechanics Social Developers Summit Monetization ...Mediabistro
The key strategies for game monetization discussed in the document are to maximize the percentage of paying users through designing perceived value and limiting access to items of value, which creates demand and increases user retention. Mechanics like time-limited items, boosts, and chance-based systems extend perceived value and encourage more spending. Dual currencies also allow for better economic balancing and continuous monetization over time.
The document describes a Game Learning Analytics model called GLAID for analyzing learning in users with cognitive disabilities. GLAID collects interaction data during game sessions and analyzes it at three levels - individualized, collective, and predictive. It relates the data to the game design and educational goals. The model was applied to the serious game Downtown designed to teach subway navigation to people with Down syndrome. Observables like help button clicks were tracked over sessions to provide individualized and collective analysis of learning progress.
Free2 play soft launch obtaining tangible results through action-oriented a...Mary Chan
This presentation is a crossroads between Business, Marketing, Data Analysis, and Production. It presents what is important from a free2play business perspective, how and what needs to be tracked, and how a company can make sure results are delivered based on the data gathered. A basic business awareness of the free2play market is necessary, but data analysts and production-oriented people can attend and get useful insights.
10 post launch CRM strategies you need to know to maximize revenuesdeltaDNA
This document outlines 10 post-launch CRM strategies for mobile games based on data from the analytics platform deltaDNA. It finds that the best games focus on long-term player retention and engagement over months rather than short-term revenues. Specific strategies include sending timed offers on 2 out of 3 active days and weekends, targeting offers to player behaviors, A/B testing promotions, and using push notifications to drive re-engagement. Overall, the document advocates for ongoing live operations testing and optimization to build a long-lasting game with high player lifetime value.
Here are the steps to maximize partnership value:
Step 1: Extract relevant data using SQL queries:
- Student skills
- Points earned
- Age
- Prior partnerships
Step 2: Define partnership "value" formula:
- Weighting for skill difference, age difference, etc.
Step 3: Formulate as linear program:
- Variables for each possible partnership
- Constraints: each student has one partner
- Objective: maximize total partnership value
Solve using solver add-in to find optimal matches.
Lec 04. The way to production: game testing and analyticsOlga Maksimenkova
The document discusses game testing and analytics for mobile games. It covers topics like what should be tested in games, such as balance, compatibility and localization. It also discusses testing techniques like ad-hoc, automated and progression testing. The document then shifts to discussing metrics for analyzing game performance, including basic metrics like DAU, retention and ARPDAU, as well as in-game metrics like source-sink-flow. It provides references for further research on testing methodologies and metrics.
Live events are useful for player retention and driving key metrics like logins, play time, spending, and engagement. They also provide short-term goals, highlight game content, foster community, and create a shared history. To deliver successful live events, developers need to balance predictability and surprise. Live event teams should have a process focused on goal setting, data collection, analysis, and iteration to continually improve events. Common live event types include login events, game modes, drop events, tournaments, and goal events, each with different purposes and best practices.
Using Data Science to grow games / Robert Magyar (SuperScale)DevGAMM Conference
- How did we double the profits of a game played by 160 million players with Machine Learning?
- What are the challenges of everyday use of ML in mobile games?
- We'll show you examples of how we've doubled the profits of the Hill Climb Racing 2 mobile game with cloud ML solutions.
- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
Teaching Financial Well-Being through Game-Based LearningDerrick Picard
Presented at the NASPA 2017 Symposium on Collegiate Financial Well-Being; the presentation covers using game-based learning as a tool to engage students in financial well-being concepts such as budgeting, financial planning, and risk/reward in investing. Participants were given the 6 Principles of Game-Based Learning framework, shown commercial examples of game-based learning, and introduced to Makin' Bank. A game designed by the presenter to engage students on topics of financial well-being.
The document proposes a social networking platform called Accolade that allows users to track and share their life achievements. It aims to motivate and reward users for both big and small accomplishments. The initial target market is post-secondary students aged 18-25. It will use a freemium model with premium profiles and monthly/annual subscriptions. Financial projections estimate $127,000 in revenue the first year, growing to $641,000 by the third year. The founders believe Accolade could scale exponentially and expand across demographics if acquired by a larger company.
The key strategies for maximizing monetization in social games according to the document are:
1) Create perceived value for items, actions, and events through scarcity, difficulty to obtain, aesthetics, and social features to encourage users to spend money.
2) Limit access to valuable items and content through time locks, limited releases, and random chance to generate demand and desire among users.
3) Use level locking, boosters, and time savers to provide a sense of progress and hope of future entertainment, which keeps users engaged and incentivizes spending.
Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with ...Irene Celino
1) The document analyzes data from the Night Knights GWAP to understand how player participation, accuracy, and behavior are affected by incentives, playing style, task difficulty, and variety.
2) It finds that participation significantly increases with tangible rewards but the effects do not last, and playing style shifts to classifying more images per round with incentives.
3) Player profiles can be categorized as beginners, snipers, champions, or trolls based on accuracy and participation levels.
Figuring out the right metrics for your gameSaurav Sahu
This document discusses the importance of establishing proper metrics and analytics frameworks when developing games. It recommends determining goals first before identifying relevant signals, questions, and metrics to track. Examples of metrics frameworks like HEART and AARRR are provided. Care must be taken to select actionable metrics and avoid biases. Analytics should be integrated from the start to help validate assumptions and drive optimal growth, engagement, and revenue.
Where is the money, Lebowski? How to identify and solve the problem in game ...EkaterinaSabirova2
Where is the money, Lebowski?
How to identify and solve the problem in game economy
Analytics is the remedy for your project
Major KPI
Metrics of quality
Revenue is falling. Why?
Events & funnels
Game structure
Players got stuck. Why?
Game economy
How to increase payments?
Segmentation
RFM-analysis
Richard Bartle’s classification
devtodev.com
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Similar to Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games (20)
Detecting Misleading Headlines in Online News: Hands-on Experiences on Attent...Kunwoo Park
This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced.
Positivity Bias in Customer Satisfaction RatingsKunwoo Park
This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133
Persistent Sharing of Fitness App Status on TwitterKunwoo Park
2016년 7월 25일 Naver labs에서 발표한 자료입니다. CSCW '16에서 발표된 아래 논문을 한글로 소개하였습니다.
Title: Persistent Sharing of Fitness App Status on Twitter
Author: Kunwoo Park, Ingmar Weber, Meeyoung Cha, Chul Lee
소셜 데이터를 이용한 연구소개 - 피트니스 앱의 지속 사용에 관한 연구Kunwoo Park
2015년 12월 18일 한빛미디어에서 개최된 생활 데이터 모임에서 발표한 내용입니다. 소셜 데이터를 이용한 연구 사례로 피트니스 앱의 지속 사용에 관한 연구를 공유하였습니다. 소개된 논문은 다음 링크에서 확인 가능합니다: http://kunwpark.kr/wp-content/uploads/2015/12/cscw16_park.pdf
MS thesis defense - Gender swapping and its effects in MMORPGsKunwoo Park
- The document discusses a study on the phenomenon of gender swapping in MMORPG games and its effects. It analyzes player demographic data from the Fairyland Online game.
- Females are found to participate in gender swapping more than males. Older and more experienced players also swap genders more. Gender swapping is found to affect in-game behaviors and social networks.
- Players' levels increase faster when their avatar gender matches their real gender, following real-world gender roles. Females profit more from trades, also following online gender roles. Social networks are affected by both real and virtual gender.
[DISC2013] Mood and Weather: Feeling the Heat?Kunwoo Park
The document discusses a study that analyzed the relationship between mood expressed on Twitter and weather conditions using a dataset of 38.1 million tweets from the United States in April 2009 along with corresponding weather data. The researchers found a weak positive correlation between temperature and positive sentiment across states on average, but also found some states showed negative correlations. The study concluded that how weather affects mood varies significantly by region due to cultural and economic factors.
[CS570] Machine Learning Team Project (I know what items really are)Kunwoo Park
This document summarizes a team's approach to predicting which items users might be interested in using a recommendation system. It describes extracting features from user and item metadata to train an SVM model, but this was too computationally expensive. Instead, the team used logistic regression with stochastic gradient descent. They tested features like age, gender and network similarities. Their combined model outperformed random prediction baselines on the KDD Cup 2012 Track 1 dataset.
Social Network Analysis:Methods and Applications Chapter 9Kunwoo Park
This document discusses structural equivalence and positional analysis in networks. It defines structural equivalence as two actors having identical ties to and from all other actors. It describes methods for measuring approximate structural equivalence using metrics like Euclidean distance and correlation. It also outlines techniques for partitioning actors into positions based on their structural equivalence, including CONCOR and hierarchical clustering algorithms. The document emphasizes that positional analysis aims to simplify network data by grouping similarly positioned actors.
Social Network Analysis : Methods and Applications Chapter 6 and 7Kunwoo Park
1) The chapter discusses methods for identifying cohesive subgroups within networks, including cliques, n-clans, and lambda sets.
2) Cohesive subgroups are defined as subsets of nodes that are relatively more strongly connected to each other than to nodes outside the subgroup.
3) Different methods take into account factors like reachability between nodes, nodal degree, and comparing the frequency of ties within versus outside the subgroup.
Sexuality - Issues, Attitude and Behaviour - Applied Social Psychology - Psyc...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
TOPIC OF DISCUSSION: CENTRIFUGATION SLIDESHARE.pptxshubhijain836
Centrifugation is a powerful technique used in laboratories to separate components of a heterogeneous mixture based on their density. This process utilizes centrifugal force to rapidly spin samples, causing denser particles to migrate outward more quickly than lighter ones. As a result, distinct layers form within the sample tube, allowing for easy isolation and purification of target substances.
Compositions of iron-meteorite parent bodies constrainthe structure of the pr...Sérgio Sacani
Magmatic iron-meteorite parent bodies are the earliest planetesimals in the Solar System,and they preserve information about conditions and planet-forming processes in thesolar nebula. In this study, we include comprehensive elemental compositions andfractional-crystallization modeling for iron meteorites from the cores of five differenti-ated asteroids from the inner Solar System. Together with previous results of metalliccores from the outer Solar System, we conclude that asteroidal cores from the outerSolar System have smaller sizes, elevated siderophile-element abundances, and simplercrystallization processes than those from the inner Solar System. These differences arerelated to the formation locations of the parent asteroids because the solar protoplane-tary disk varied in redox conditions, elemental distributions, and dynamics at differentheliocentric distances. Using highly siderophile-element data from iron meteorites, wereconstruct the distribution of calcium-aluminum-rich inclusions (CAIs) across theprotoplanetary disk within the first million years of Solar-System history. CAIs, the firstsolids to condense in the Solar System, formed close to the Sun. They were, however,concentrated within the outer disk and depleted within the inner disk. Future modelsof the structure and evolution of the protoplanetary disk should account for this dis-tribution pattern of CAIs.
Microbial interaction
Microorganisms interacts with each other and can be physically associated with another organisms in a variety of ways.
One organism can be located on the surface of another organism as an ectobiont or located within another organism as endobiont.
Microbial interaction may be positive such as mutualism, proto-cooperation, commensalism or may be negative such as parasitism, predation or competition
Types of microbial interaction
Positive interaction: mutualism, proto-cooperation, commensalism
Negative interaction: Ammensalism (antagonism), parasitism, predation, competition
I. Mutualism:
It is defined as the relationship in which each organism in interaction gets benefits from association. It is an obligatory relationship in which mutualist and host are metabolically dependent on each other.
Mutualistic relationship is very specific where one member of association cannot be replaced by another species.
Mutualism require close physical contact between interacting organisms.
Relationship of mutualism allows organisms to exist in habitat that could not occupied by either species alone.
Mutualistic relationship between organisms allows them to act as a single organism.
Examples of mutualism:
i. Lichens:
Lichens are excellent example of mutualism.
They are the association of specific fungi and certain genus of algae. In lichen, fungal partner is called mycobiont and algal partner is called
II. Syntrophism:
It is an association in which the growth of one organism either depends on or improved by the substrate provided by another organism.
In syntrophism both organism in association gets benefits.
Compound A
Utilized by population 1
Compound B
Utilized by population 2
Compound C
utilized by both Population 1+2
Products
In this theoretical example of syntrophism, population 1 is able to utilize and metabolize compound A, forming compound B but cannot metabolize beyond compound B without co-operation of population 2. Population 2is unable to utilize compound A but it can metabolize compound B forming compound C. Then both population 1 and 2 are able to carry out metabolic reaction which leads to formation of end product that neither population could produce alone.
Examples of syntrophism:
i. Methanogenic ecosystem in sludge digester
Methane produced by methanogenic bacteria depends upon interspecies hydrogen transfer by other fermentative bacteria.
Anaerobic fermentative bacteria generate CO2 and H2 utilizing carbohydrates which is then utilized by methanogenic bacteria (Methanobacter) to produce methane.
ii. Lactobacillus arobinosus and Enterococcus faecalis:
In the minimal media, Lactobacillus arobinosus and Enterococcus faecalis are able to grow together but not alone.
The synergistic relationship between E. faecalis and L. arobinosus occurs in which E. faecalis require folic acid
SDSS1335+0728: The awakening of a ∼ 106M⊙ black hole⋆Sérgio Sacani
Context. The early-type galaxy SDSS J133519.91+072807.4 (hereafter SDSS1335+0728), which had exhibited no prior optical variations during the preceding two decades, began showing significant nuclear variability in the Zwicky Transient Facility (ZTF) alert stream from December 2019 (as ZTF19acnskyy). This variability behaviour, coupled with the host-galaxy properties, suggests that SDSS1335+0728 hosts a ∼ 106M⊙ black hole (BH) that is currently in the process of ‘turning on’. Aims. We present a multi-wavelength photometric analysis and spectroscopic follow-up performed with the aim of better understanding the origin of the nuclear variations detected in SDSS1335+0728. Methods. We used archival photometry (from WISE, 2MASS, SDSS, GALEX, eROSITA) and spectroscopic data (from SDSS and LAMOST) to study the state of SDSS1335+0728 prior to December 2019, and new observations from Swift, SOAR/Goodman, VLT/X-shooter, and Keck/LRIS taken after its turn-on to characterise its current state. We analysed the variability of SDSS1335+0728 in the X-ray/UV/optical/mid-infrared range, modelled its spectral energy distribution prior to and after December 2019, and studied the evolution of its UV/optical spectra. Results. From our multi-wavelength photometric analysis, we find that: (a) since 2021, the UV flux (from Swift/UVOT observations) is four times brighter than the flux reported by GALEX in 2004; (b) since June 2022, the mid-infrared flux has risen more than two times, and the W1−W2 WISE colour has become redder; and (c) since February 2024, the source has begun showing X-ray emission. From our spectroscopic follow-up, we see that (i) the narrow emission line ratios are now consistent with a more energetic ionising continuum; (ii) broad emission lines are not detected; and (iii) the [OIII] line increased its flux ∼ 3.6 years after the first ZTF alert, which implies a relatively compact narrow-line-emitting region. Conclusions. We conclude that the variations observed in SDSS1335+0728 could be either explained by a ∼ 106M⊙ AGN that is just turning on or by an exotic tidal disruption event (TDE). If the former is true, SDSS1335+0728 is one of the strongest cases of an AGNobserved in the process of activating. If the latter were found to be the case, it would correspond to the longest and faintest TDE ever observed (or another class of still unknown nuclear transient). Future observations of SDSS1335+0728 are crucial to further understand its behaviour. Key words. galaxies: active– accretion, accretion discs– galaxies: individual: SDSS J133519.91+072807.4
Mechanisms and Applications of Antiviral Neutralizing Antibodies - Creative B...Creative-Biolabs
Neutralizing antibodies, pivotal in immune defense, specifically bind and inhibit viral pathogens, thereby playing a crucial role in protecting against and mitigating infectious diseases. In this slide, we will introduce what antibodies and neutralizing antibodies are, the production and regulation of neutralizing antibodies, their mechanisms of action, classification and applications, as well as the challenges they face.
Mechanisms and Applications of Antiviral Neutralizing Antibodies - Creative B...
Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games
1. InternationalWorldWideWeb Conference 2017 2017.04.07
Achievement and Friends: Key Factors of
Player Retention Vary Across Player Levels
in Online Multiplayer Games
Kunwoo Park, Meeyoung Cha, Haewoon Kwak, and Kuan-Ta Chen
KAIST, Qatar Computing Research Institute,Academia Sinica
2. 2
$ 38.3 B
2016 global box
office revenue
$ 99.6B
2016 global game
market revenue
Ref: http://bit.ly/2mwci42, http://bit.ly/1ppyKvj
3. Player retention is a critical and long-
running quest in online game industry
Ref: http://bit.ly/2n51Ks5 3
4. Backgrounds
✤ Understanding motivations for play
✤ Player taxonomy are defined by one’s motivation: achiever, socializer, killer,
explorer [Bartle 1996]
✤ While general players are achievement-oriented, motivations can vary
across different demographics [Williams et al. 2008]
✤ What types of motivations are important for player retention?
✤ Achievement-oriented players tend to continue to play than other players
[Debeauvais et al. 2011, Bobora et al. 2011]
✤ Social influence helps predict retention better [Kawale et al. 2009]
4
5. Existing works assumed that motivations of
players are consistent across the game play
Ref: http://bit.ly/2n55p9f 5
9. Research questions
RQ1.Across multiple phases within a game,
what are the characteristics of players who
achieve the next higher levels and get retained?
RQ2.Why do some individuals continue to play
even after having reached the max level?
9
10. Fairyland Online
✤ One of the longest serviced online multiplayer games
✤ 262,711,811 action logs of 157,812 players
10
11. Test of player retention
Phase Observing level Definition of retention
Low level 1 10-15 Achieves level 20
Low level 2 20-25 Achieves level 30
Mid level 30-35 Achieves level 40
High level 40-45 Achieves level 50
Max level 45-50 Active for 90 days
11
12. Methodology
✤ Two goals
✤ To model whether a player is retained for each level phase
✤ To understand changes of retention indicators
✤ Logistic regression
✤ Feature selection using LASSO
✤ Over sampling to make balanced set
12
14. Retention indicators
14
✤ From low- to mid-level phases
✤ (+) Short average time per level up (Achievement)
✤ (+) The number of strong friends (Social)
✤ (-) The number of weak friends (Social)
15. Retention indicators
(+) Short time per level up
(Achievement)
15
High level phase
(+) The number of strong
friends before max level
(Social)
Max level phase
17. Implications
✤ Game designers can make systems better by fulfilling
varying needs of players
✤ Player retention model could be constructed separately for
multiple phases
✤ Other user behavior studies could be done better by
considering multiple phases having common characteristics
17
18. Future works
✤ Findings from one game
✤ Missing features (e.g., churned friends)
✤ Retention of players at very early stages (e.g., level 1-10)
18