Through the azerothian looking glass: mapping in-game preferences to real world demographics.

CHI '12: CHI Conference on Human Factors in Computing Systems Austin Texas USA May, 2012(2012)

引用 40|浏览26
暂无评分
摘要
Examining how in-game behavior preferences map onto real world demographics provides important empirically-derived insights into how to match game-based mechanisms to target demographic segments. Using behavioral and demographic data from 1,037 World of Warcraft players, we use multiple regressions to provide this mapping. Given current interest in "gamifying" applications, we believe these findings are relevant for both gaming and non-gaming research.
更多
查看译文
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要