Current Issue : July - September Volume : 2017 Issue Number : 3 Articles : 5 Articles
The games industry has been growing prosperously with the development of information technology. Recently, with further\nadvances in social networks andmobile services, playing mobile social gaming has gradually changed our daily life in terms of social\nconnection and leisure time spending.What are the determinant factors which affect users intention to play such games? Therefore\nin this research we present an empirical study on WeChat, China�s most popular mobile social network, and apply a technology\nacceptance model (TAM) to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors\nfrom social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied.\nExperimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers\nthe researchers in the community further insight in analysing the current popularity and future potential of mobile social games....
The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame\nengagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer\nvideogame engagement. In this study, we collected the data in two different phases comprising study 1 (...
We propose to use a supervised machine learning technique to track the location of a mobile agent in real time. Hidden Markov\nModels are used to build artificial intelligence that estimates the unknown position of a mobile target moving in a defined\nenvironment. This narrow artificial intelligence performs two distinct tasks. First, it provides real-time estimation of the mobile\nagentââ?¬â?¢s position using the forward algorithm. Second, it uses the Baumââ?¬â??Welch algorithm as a statistical learning tool to gain\nknowledge of the mobile target. Finally, an experimental environment is proposed, namely, a video game that we use to test our\nartificial intelligence.We present statistical and graphical results to illustrate the efficiency of our method....
An optimal routing scheme in space information networks was presented to balance network loads for heterogeneous users.\nAccording to the competition among the nodes, the model was built based on queuing game theory.The virtual routing platform\nwas in charge of resources allocation and route selection. It got user�s gain to decide which node the user joined in. Owning to\nthe existing of heterogeneous users, an optimal admission fee needed to be obtained to avoid congestion. In our model, firstly, the\nwhole welfare of the system was formulated. Then the optimal admission fee was calculated through maximizing the whole welfare.\nMeanwhile, the average maximum queue length was generated to set the buffer space of the node. At last, a routing factor was\nintroduced into the route algorithm in order that the optimal routing could be selected by heterogeneous users. As a result, the\nsystem welfare reaches the maximum....
A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games\n(MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the\nnarrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure\nhierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we\ninvestigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a\nplayer that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of\nplaying a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is\nmore positively associated with RMT volume, since these games arouse a player�s sentiment of fun by relyingmore on their socially\noriented motivation.With empirical evidence from the Korean MMORPGs market, we proved the hypothesis....
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