Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2

Chong-U Lim, D. Harrell
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引用次数: 11

Abstract

Game players express their values related to self-expression through various means such as avatar customization, gameplay styles, and interactions with other players. Multiplayer online games, now often integrated with social networks, provide social contexts in which player-to-player interactions take place, for example, through the trading of virtual items between players. Building upon a theoretical framework based in computer science and cognitive science, we present results from a novel approach to modeling and analyzing player values in terms of both preferences made in avatar customization, and patterns in social networking use. Our approach resulted in the development of the Steam-Player-Preference Analyzer (Steam-PPA) system, which (1) performs advanced data collection on publicly available social networking profile information and (2) the AIR Toolkit Status Performance Classifier (AIR-SPC), which uses machine learning techniques including clustering, natural language processing, and support vector machines (SVM) to perform inference on the data. As an initial case-study, we apply both systems to the popular, and commercially successful, multi-player first-person-shooter game Team Fortress 2 by analyzing information from player accounts on the social network Steam, together with avatar customization information generated by the player within the game. Our model uses social networking information to predict the likelihood of players customizing their profile in several ways associated with the monetary values of the players' avatar.
使用社交网络数据在角色定制中建模玩家偏好:《军团要塞2》中虚拟道具的案例研究
游戏玩家通过角色定制、玩法风格以及与其他玩家的互动等各种方式来表达与自我表达相关的价值观。多人在线游戏现在通常与社交网络相结合,提供了玩家与玩家互动的社交环境,例如,玩家之间通过交易虚拟物品。基于基于计算机科学和认知科学的理论框架,我们呈现了一种基于角色定制偏好和社交网络使用模式来建模和分析玩家价值的新方法。我们的方法导致了steam -玩家偏好分析器(Steam-PPA)系统的开发,该系统(1)对公开可用的社交网络个人资料信息进行高级数据收集,(2)AIR工具包状态性能分类器(AIR- spc),它使用机器学习技术,包括聚类,自然语言处理和支持向量机(SVM)对数据进行推理。作为最初的案例研究,我们通过分析社交网络Steam上的玩家账户信息以及玩家在游戏中生成的角色定制信息,将这两种系统应用于流行且在商业上取得成功的多人第一人称射击游戏《军团要塞2》。我们的模型使用社交网络信息来预测玩家通过与玩家角色的货币价值相关的几种方式定制他们个人资料的可能性。
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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