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dc.contributor.authorHsu, Sheng-Yien_US
dc.contributor.authorHsu, Chia-Linen_US
dc.contributor.authorJung, Shing-Yunen_US
dc.contributor.authorSun, Chuen-Tsaien_US
dc.date.accessioned2018-08-21T05:57:07Z-
dc.date.available2018-08-21T05:57:07Z-
dc.date.issued2017-01-01en_US
dc.identifier.urihttp://dx.doi.org/10.1145/3102071.3106361en_US
dc.identifier.urihttp://hdl.handle.net/11536/147072-
dc.description.abstractComplex 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.en_US
dc.language.isoen_USen_US
dc.subjectPlayer Behaviorsen_US
dc.subjectGame Analyticsen_US
dc.subjectVirtual Economyen_US
dc.subjectVirtual Marketsen_US
dc.subjectMMOGen_US
dc.titleIndicator Products for Observing Market Conditions and Game Trends in MMOGen_US
dc.typeProceedings Paperen_US
dc.identifier.doi10.1145/3102071.3106361en_US
dc.identifier.journalPROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17)en_US
dc.contributor.department交大名義發表zh_TW
dc.contributor.departmentNational Chiao Tung Universityen_US
dc.identifier.wosnumberWOS:000426967500054en_US
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