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1.
Heliyon ; 10(3): e24891, 2024 Feb 15.
Artículo en Inglés | MEDLINE | ID: mdl-38318006

RESUMEN

This study assessed how matchmaking and match results affect player churn in a multiplayer competitive game. In competitive games, matchmaking is crucial in gathering players with similar skills and creating balanced player-versus-player matches. Players are highly motivated when they win matches, whereas losing matches is demotivating, leading to churn. We performed a two-way fixed effects estimation using our panel data to analyze the relationship between players' churn and match experience. The panel data retrieved 42 days of server-side in-game logs, comprising approximately six million matches played by more than 262k players in the casual commercial game "Everybody's Marble." The experimental results indicate that churn is positively influenced by being matched with stronger opponents. Interestingly, being matched with weaker opponents decreases the possibility of churn more than fair matches (being matched with equally skilled opponents). Furthermore, large differences in opponents' skill levels positively influence churn, while more frequent and consecutive wins negatively influence it. The results also reveal that consecutive losses can affect churn differently, depending on the players' level. This study provides theoretical and practical implications for researchers who want to understand the factors that affect user churn and game developers who want to maximize user retention rates in commercial games.

2.
Sensors (Basel) ; 21(6)2021 Mar 22.
Artículo en Inglés | MEDLINE | ID: mdl-33809830

RESUMEN

Unmanned Aerial Vehicles are expected to create enormous benefits to society, but there are safety concerns in recognizing faults at the vehicle's control component. Prior studies proposed various fault detection approaches leveraging heuristics-based rules and supervised learning-based models, but there were several drawbacks. The rule-based approaches required an engineer to update the rules on every type of fault, and the supervised learning-based approaches necessitated the acquisition of a finely-labeled training dataset. Moreover, both prior approaches commonly include a limit that the detection model can identify the trained type of faults only, but fail to recognize the unseen type of faults. In pursuit of resolving the aforementioned drawbacks, we proposed a fault detection model utilizing a stacked autoencoder that lies under unsupervised learning. The autoencoder was trained with data from safe UAV states, and its reconstruction loss was examined to distinguish the safe states and faulty states. The key contributions of our study are, as follows. First, we presented a series of analyses to extract essential features from raw UAV flight logs. Second, we designed a fault detection model consisting of the stacked autoencoder and the classifier. Lastly, we validated our approach's fault detection performance with two datasets consisting of different types of UAV faults.

3.
Springerplus ; 5: 523, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27186487

RESUMEN

As the online service industry has continued to grow, illegal activities in the online world have drastically increased and become more diverse. Most illegal activities occur continuously because cyber assets, such as game items and cyber money in online games, can be monetized into real currency. The aim of this study is to detect game bots in a massively multiplayer online role playing game (MMORPG). We observed the behavioral characteristics of game bots and found that they execute repetitive tasks associated with gold farming and real money trading. We propose a game bot detection method based on user behavioral characteristics. The method of this paper was applied to real data provided by a major MMORPG company. Detection accuracy rate increased to 96.06 % on the banned account list.

4.
Springerplus ; 5: 273, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27006882

RESUMEN

Mass-market mobile security threats have increased recently due to the growth of mobile technologies and the popularity of mobile devices. Accordingly, techniques have been introduced for identifying, classifying, and defending against mobile threats utilizing static, dynamic, on-device, and off-device techniques. Static techniques are easy to evade, while dynamic techniques are expensive. On-device techniques are evasion, while off-device techniques need being always online. To address some of those shortcomings, we introduce Andro-profiler, a hybrid behavior based analysis and classification system for mobile malware. Andro-profiler main goals are efficiency, scalability, and accuracy. For that, Andro-profiler classifies malware by exploiting the behavior profiling extracted from the integrated system logs including system calls. Andro-profiler executes a malicious application on an emulator in order to generate the integrated system logs, and creates human-readable behavior profiles by analyzing the integrated system logs. By comparing the behavior profile of malicious application with representative behavior profile for each malware family using a weighted similarity matching technique, Andro-profiler detects and classifies it into malware families. The experiment results demonstrate that Andro-profiler is scalable, performs well in detecting and classifying malware with accuracy greater than 98 %, outperforms the existing state-of-the-art work, and is capable of identifying 0-day mobile malware samples.

5.
PLoS One ; 7(4): e33918, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22496771

RESUMEN

Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.


Asunto(s)
Internet , Relaciones Interpersonales , Desempeño de Papel , Juegos de Video/psicología , Humanos , Encuestas y Cuestionarios
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