Abstract
Nowadays, game becomes an important element in the lives of many people. People of different ages and background play various types of games using different types of devices for entertainment. People can even meet up with new friends when playing games. In recent years, many game selling platforms offer an easy and fast way for game players to buy games. Since many new games are released every day, different game selling platforms provide different part of game information of the same game, and these platforms offer different prices for the same game too. Therefore, game players need to browse all popular game selling platforms to consolidate all game information of a particular game before making decision whether to buy the game. It is very time consuming and inefficient. To address the above problems, we would like to build up a website to let people know the game information that consolidated from different game selling platforms. The information not only includes the comparison among selling prices of various game selling platforms, but also other information such as publishers, system requirements. With the large amount of consolidated data, we can also provide a search area for users to search their preferred game by using some searching criteria, and analyze the consolidated data to speculate the development tendency of games, for example, the game type of the next game may be released on a particular game selling platform. For data analysis, we mainly focus on over one thousands of games released on Stream, the most popular game selling platform. Our result shows that we can use game information to predict the tendency of game type of the next game to be released.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Amazon website. https://www.amazon.com/
eBay website. http://stores.ebay.com/
Steam website. https://store.steampowered.com/
Choi, D., Kim, J.: Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents. CyberPsychology Behav. 7(1), 11–24 (2004)
Hsiao, K.L., Chen, C.C.: What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electron. Commer. Res. Appl. 16, 18–29 (2016)
Liu, H.J., Shiue, Y.C.: Influence of Facebook game players’ behavior on flow and purchase intention. Soc. Behav. Pers.: Int. J. 42(1), 125–133 (2014)
Lee, J., Lee, M., Choi, I.H.: Social network games uncovered: motivations and their attitudinal and behavioral outcomes. Cyberpsychology Behav. Soc. Netw. 15(12), 643–648 (2012)
Chan, K.T., King, I., Yuen, M.C.: Mathematical modeling of social games. In: Proceedings of IEEE Workshop on Social Intelligence in Applied Gaming (SIAG09), Vancouver, Canada (2009)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Yuen, MC., Chan, SL., Leung, HT., Wu, PL., Yip, PY. (2020). A System for Collecting and Analyzing Data from Existing Game Selling Platforms. In: Liu, Y., Wang, L., Zhao, L., Yu, Z. (eds) Advances in Natural Computation, Fuzzy Systems and Knowledge Discovery. ICNC-FSKD 2019. Advances in Intelligent Systems and Computing, vol 1075. Springer, Cham. https://doi.org/10.1007/978-3-030-32591-6_47
Download citation
DOI: https://doi.org/10.1007/978-3-030-32591-6_47
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-32590-9
Online ISBN: 978-3-030-32591-6
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)