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  • Building Player Profiles in Mobile Monetisation: A Machine Learning Approach | iGGi PhD

    Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Theme Game Data Project proposed & supervised by David Zendle To discuss whether this project could become your PhD proposal please email: david.zendle@york.ac.uk < Back Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Project proposal abstract: This project aims to use machine learning techniques to segment and profile mobile gamers in terms of their in-game spending. Estimates suggest that more than 2.6bn people play mobile games globally; that more than 80 billion mobile games are downloaded annually; and that mobile gaming accounts for almost $100bn in transactions every year. Despite the profitability of mobile gaming, little is known about how different kinds of players spend money in mobile games. Informal theories regarding specific differences in gaming are widely espoused: one influential model, for example, posits the existence of a small but profitable layer of heavily-involved 'whales', and much larger groups of smaller-spending 'dolphins' and 'minnows'. However, it is unclear whether this structure really does explain the monetisation of most games; and whether monetisation may vary between games; and between cultural contexts. In this project, we will take a data-driven approach, and apply a variety of machine learning techniques to large datasets of real player transactions. By both applying and developing algorithmic techniques for the analysis of such data, we will help build an understanding of how in-game spending may be profiled. This project would suit a machine learning specialist; a quantitative social scientist, or a data scientist wishing to do impactful work. It will be supervised by David Zendle, one of the world's leading experts on video game monetisation, and may involve one or more industrial partners who will share player data for the project. Supervisor: David Zendle Based at:

  • Nokia Bell Labs

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Nokia Bell Labs

  • General video game for 2 players: Framework and competition

    < Back General video game for 2 players: Framework and competition Link Author(s) RD Gaina, D Perez-Liebana, SM Lucas Abstract More info TBA Link

  • Embodiment and computational creativity

    < Back Embodiment and computational creativity Link Author(s) C Guckelsberger, A Kantosalo, S Negrete-Yankelevich, T Takala Abstract More info TBA Link

  • User-centred collecting for emerging formats

    < Back User-centred collecting for emerging formats Link Author(s) F Smith Nicholls, GC Rossi, I Cooke, L Clark, T Pyke Abstract More info TBA Link

  • Searching for an (un) stable equilibrium: experiments in training generative models without data

    < Back Searching for an (un) stable equilibrium: experiments in training generative models without data Link Author(s) T Broad, M Grierson Abstract More info TBA Link

  • Places That Don't Exist | iGGi PhD

    Places That Don't Exist Theme Immersive Technology Project proposed & supervised by William Smith To discuss whether this project could become your PhD proposal please email: william.smith@york.ac.uk < Back Places That Don't Exist Project proposal abstract: Imagine playing a video game inside your favourite movie, with scenes from the movie exactly recreated in all their detail. Or playing a game at a historical site, building or city that has since been destroyed, with photorealistic appearance as it would have appeared. The goal of this project is to combine state-of-the-art 3D computer vision and procedural content generation to create game-ready scene models and assets from movies, contemporary photos, plans or works of art. 3D reconstruction techniques such as structure-from-motion or deep monocular depth estimation can be used to reconstruct raw models of the observed part of the scene. Deep learning based methods will then be used to extrapolate and clean the models to produce complete scene layouts with photoreal textures. Sample References: https://github.com/skanti/scenecad https://github.com/nianticlabs/monodepth2 Supervisor: William Smith Based at:

  • The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts.

    < Back The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts. Link Author(s) E Petrovskaya Abstract More info TBA Link

  • Why Choose You?-Exploring Attitudes Towards Starter Pokémon

    < Back Why Choose You?-Exploring Attitudes Towards Starter Pokémon Link Author(s) T Best, YJ Hsu Abstract More info TBA Link

  • Examining the influence of perceptual distraction on performance in a working memory game

    < Back Examining the influence of perceptual distraction on performance in a working memory game Link Author(s) M Frister, F McNab, P Cairns Abstract More info TBA Link

  • Electronic Arts (EA)

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Electronic Arts (EA)

  • Designing Games to Collect Human-Subject Data

    < Back Designing Games to Collect Human-Subject Data Link Author(s) DE Gundry Abstract More info TBA Link

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