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ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Taylor & Francis Ltd, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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Paperback. Condition: Brand New. 306 pages. 9.21x6.14x0.83 inches. In Stock.
Seller: moluna, Greven, Germany
Condition: New. Guenter Wallner is Assistant Professor at the Eindhoven University of Technology and Senior Scientist at the University of Applied Arts Vienna. He holds a doctorate degree in natural sciences from the University of Applied Arts Vienna and.
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paperback. Condition: New. New. book.
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Taschenbuch. Condition: Neu. Data Analytics Applications in Gaming and Entertainment | Günter Wallner | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2021 | Taylor & Francis | EAN 9781032091907 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
Language: English
Published by Auerbach Publications, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Language: English
Published by Auerbach Publications, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Language: English
Published by Taylor & Francis Ltd, London, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This books perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment. Over the last decade big data and data mining has received growing interest and importance in game production to process and draw actionable insights from large volumes of player-related data in order to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Language: English
Published by Auerbach Publications, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New.
Language: English
Published by Auerbach Publications, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: As New. Unread book in perfect condition.
Language: English
Published by Taylor & Francis Group, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
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Language: English
Published by Taylor & Francis Ltd, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
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Published by Taylor & Francis Group, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
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Language: English
Published by Taylor & Francis Group, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
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Language: English
Published by Taylor & Francis Ltd, London, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: AussieBookSeller, Truganina, VIC, Australia
Hardcover. Condition: new. Hardcover. The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This books perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment. Over the last decade big data and data mining has received growing interest and importance in game production to process and draw actionable insights from large volumes of player-related data in order to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Language: English
Published by Auerbach Publications, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New. PRINT ON DEMAND.
Language: English
Published by Taylor & Francis Ltd Jun 2021, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment. 320 pp. Englisch.
Language: English
Published by Taylor & Francis Ltd, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
Language: English
Published by Taylor & Francis Ltd, 2019
ISBN 10: 1138104434 ISBN 13: 9781138104433
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
Hardback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Seller: moluna, Greven, Germany
Gebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Guenter Wallner is Assistant Professor at the Eindhoven University of Technology and Senior Scientist at the University of Applied Arts Vienna. He holds a doctorate degree in natural sciences from the University of Applied Arts Vienna and.