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

机译:使用基于本体的民族图决策树模型探索MMORPGS

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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:随着互联网越来越多,在线游戏文化已经发展。在线游戏的增长反映了它对博彩行业的重要性。基于46名大学生的样本,我们制定了一个基于本体的民族图决策树模型(OBEDTM)来预测这些学生是否会在线游戏(MMORPGS)。在这项研究中,我们将模型应用于180名额外的学生来测试ObedTM的预测力。结果表明,Obedtm的预测力量为97%,比传统模式的更好。此外,Obedtm更客观,成本高,实用。我们的研究表明,大学生不玩MMORPGS,因为他们没有找到它们的履行。学生选择扮演MMORPG的主要原因是由于朋友的推荐。

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