Exploiting psychology and social behavior for game stickiness
Exploiting psychology and social behavior for game stickiness
复制标题
利用心理学和社会行为来提高游戏粘性
DOI:
10.1145/3239544
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发表时间:
2018
影响因子:
22.7
通讯作者:
Luyi Xu
中科院分区:
文献类型:
--
作者:
Luyi Xu
Psychology| DOI: 10.1145/3239544 keting of video games increasingly relies on socialization. Tencent, a conglomerate with greater revenues in 2017 ($21.9 billion) than the combined revenues of Activision Blizzard ($7.07 billion), Electronic Arts ($4.845 billion), Ubisoft ($1.704 billion), and Take Two Interactive ($1.779 billion), touches tens of millions of users via its Web portal QQ and mobile chat service WeChat, and attracts them to its online games. For example, players are drawn to Tencent’s multiplayer online battle game Arena of Valor through the company’s operation of the League of Legends multiplayer online battle arena game on the PC platform. Socialization’s prominent role in Chinese video games has attracted special attention from computer scientists. Several news publications labeled 2017 the “Year of Artificial Intelligence,” marking a transformation in humancomputer interaction. A good example of this can be seen in NetEase. NetEase, Inc., founded in 1997, is a leading Internet company providing online services centered on content, community, communications, and e-commerce. It entered online gaming in 2001,