Capturing and storing profile information for gamers playing multiplayer online games

Tomas Hildebrandt, Sonja Bergsträsser, Christoph Rensing, R. Steinmetz
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引用次数: 3

Abstract

This paper presents methods for capturing and storing gaming related context information into online gamer created profiles. Captured information may not be manipulated while being processed and stored within user created profiles and therefore is reliable. We propose a concept of client side capturing of profile information within the working environment of a gamer playing online games and a profile server storing generic community-extendable gaming profile data models that can be individualized. This addresses the creative power of gaming communities and faces the challenge to define machine processable data structures that can be updated with context information. A gamer created profile, enriched with detailed usage and reliable context information, improves the expressiveness and keeps it more up-to-date.
为玩多人在线游戏的玩家捕获和存储个人资料信息
本文介绍了捕获和存储与游戏相关的上下文信息到在线玩家创建的配置文件的方法。捕获的信息在处理和存储在用户创建的配置文件中时可能不会被操纵,因此是可靠的。我们提出了在玩在线游戏的玩家的工作环境中客户端捕获概要信息的概念,以及存储可个性化的可社区扩展的通用游戏概要数据模型的概要服务器。这解决了游戏社区的创造力,并面临着定义机器可处理的数据结构的挑战,这些数据结构可以根据上下文信息进行更新。玩家创建的配置文件,丰富了详细的用法和可靠的上下文信息,提高了表达能力,并使其保持最新状态。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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