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Use of ontology-based ethnographic decision tree model to explore MMORPGs

机译:使用基于本体的人种志决策树模型探索MMORPG

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摘要

As the internet has become increasingly accessible, an online gaming culture has evolved. The growth of online gaming reflects its importance to the gaming industry. Based on a sample of 46 college students, we formulated an ontology-based ethnographic decision tree model (OBEDTM) to predict whether these students will play massively multiplayer online games (MMORPGs). In this study, we applied the model to 180 additional students to test the predictive power of the OBEDTM. Results show that the OBEDTM has a predictive power of 97%, much better than that of the traditional model. In addition, the OBEDTM is more objective, cost efficient, and practical. Our study shows that college students do not play MMORPGs because they do not find them fulfilling. The main reason students choose to play MMORPGs is due to a friend's recommendation.
机译:随着互联网的日益普及,在线游戏文化已经发展。在线游戏的增长反映了其对游戏行业的重要性。基于46位大学生的样本,我们制定了基于本体的人种志决策树模型(OBEDTM),以预测这些学生是否会玩大型多人在线游戏(MMORPG)。在这项研究中,我们将模型应用于180名其他学生,以测试OBEDTM的预测能力。结果表明,OBEDTM的预测能力为97%,远优于传统模型。此外,OBEDTM更客观,更具成本效益且更实用。我们的研究表明,大学生不玩MMORPG,是因为他们觉得自己没有成就感。学生选择玩MMORPG的主要原因是由于朋友的推荐。

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