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Indicator products for observing market conditions and game trends in MMOG

Published: 14 August 2017 Publication History

Abstract

Complex economic phenomena require significant time and effort to make observations and collect data. Inspired by the concepts of indicator species and the Big Mac index, in this paper we propose a novel and intuitive market concept, indicator products, for analyzing purchase decisions that are made on a regular basis, and for helping online game designers and researchers to observe player behaviors and market conditions. Blizzard Entertainment's World of Warcraft is used to show how indicator products can be identified. We discuss the common features that indicator products share, as well as associated player behaviors.

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Cited By

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  • (2020)Comprehensive review and classification of game analyticsService Oriented Computing and Applications10.1007/s11761-020-00303-zOnline publication date: 1-Nov-2020
  • (2020)Analysis of Clustering Techniques in MMOG with Restricted Data: The Case of Final Fantasy XIVDesign, User Experience, and Usability. Design for Contemporary Interactive Environments10.1007/978-3-030-49760-6_42(586-604)Online publication date: 10-Jul-2020
  • (2019)Game Analytics Research: Status and TrendsAdvances in E-Business Engineering for Ubiquitous Computing10.1007/978-3-030-34986-8_40(572-589)Online publication date: 28-Nov-2019
  • Show More Cited By

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Published In

cover image ACM Other conferences
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
August 2017
545 pages
ISBN:9781450353199
DOI:10.1145/3102071
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

  • Microsoft: Microsoft
  • Massive Entertainment: Massive Entertainment

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 August 2017

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Author Tags

  1. MMOG
  2. game analytics
  3. player behaviors
  4. virtual economy
  5. virtual markets

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  • Poster

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FDG'17
Sponsor:
  • Microsoft
  • Massive Entertainment

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FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2020)Comprehensive review and classification of game analyticsService Oriented Computing and Applications10.1007/s11761-020-00303-zOnline publication date: 1-Nov-2020
  • (2020)Analysis of Clustering Techniques in MMOG with Restricted Data: The Case of Final Fantasy XIVDesign, User Experience, and Usability. Design for Contemporary Interactive Environments10.1007/978-3-030-49760-6_42(586-604)Online publication date: 10-Jul-2020
  • (2019)Game Analytics Research: Status and TrendsAdvances in E-Business Engineering for Ubiquitous Computing10.1007/978-3-030-34986-8_40(572-589)Online publication date: 28-Nov-2019
  • (2018)A Survey on Game Analytics in Massive Multiplayer Online Games2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGAMES.2018.00012(21-2109)Online publication date: Oct-2018

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