Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 4

first rewind previous Page / 1 next fast forward last

Search results

Search:
in the keywords:  ONLINE GAMES
help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
EN
The article presents the most complete description possible of the basics of the idea of advertising exchange, as well as some more specialised research into the marketing of browser games. As those games grow in number, the importance of acquiring network traffic to attract players rises. Advertising exchange is the least described of all the possible ways to achieve this. First, a necessary set of definitions will be proposed. Then, the costs and aims of advertising exchange in relation to browser games will be discussed. Finally, three methods: direct exchange, partner cooperation, and indirect exchange through toplists will be presented. Their specific aims, advantages and flaws, importance and range will also be analysed in as much detail as possible, with the use of real data. Examples of relevant applications will be presented as well.
EN
In this paper I will present a class of on-line games which apply the idea of Human computation (HC). HC outsources certain steps of the computation process to humans. This makes it possible to solve difficult AI problems which are to a significant extent inaccessible to present-day algorithms (such as the perception of natural scenes). The games I will present appear to be a very convenient medium for recruiting volunteers to solve these problems. The participants can have fun, at the same time helping to accomplish those tasks that are very demanding for machines, such as image labeling for web search purposes, digitising books for online use, etc. In the paper I will also present an idea for a game which will help to generate data for future psychological research.
EN
Massively-Multiplayer Online Role-Playing Games (MMORPG) is currently experiencing a strong wave of interest and attention. In our study, we focused on a MMORPG World of Warcraft. Our sample was 270 respondents, from which 82% were men and 18% were women; moreover 135 from our sample were players and 135 were non-players. For each player we assigned an equivalent non-player. Our goal was to recognize if there are differences between the players and the non-players from the point of performance motivation and her chosen aspects. We used the Performance Motivation Questionnaire (D-M-V). We found that the players in their performance motivation get the lower score than the non-players.
EN
Despite the rapidly growing popularity of browser games there is still little research on them, mainly because of problems with methodology. In quantitative studies, the basic problem is how to measure and compare the popularity of these games. The paper presents all the usually applied measures: from the most popular 'number of players', through active accounts, online (users logged in), ending with unique visitors. Their advantages and disadvantages will be analyzed. The model of acquiring players through browser games, the bounce rate and returning visitors will be explained. And finally, based upon the fact that browser games are a type of internet page, tools that allow access to the data describing the popularity of these games (and often other statistical parameters, too), the statistical systems, AdPlanners, toplists, Alexa and Wolfram will be presented and analyzed.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.