Call for Book Chapter Proposals in Game Analytics

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Gita Sukthankar

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Aug 16, 2015, 11:10:18 PM8/16/15
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The editors of SIVW (Social Interaction in Virtual Worlds) are specifically looking for chapter proposals on game analytics, the application of data mining/machine learning/recommender systems to analyzing data from massively multiplayer online games. The SIVW book is scheduled to be published by Cambridge University Press in 2016. Please send email to sivw...@gmail.com if you are interested in submitting something and we can extend the submission deadline.
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CALL FOR CHAPTERS

Social Interaction in Virtual Worlds
https://sites.google.com/site/sivw2016/

Editors: Kiran Lakkaraju and Gita Sukthankar

Online games, such as World of Warcraft, Second Life, Angry Birds etc or others have recently become a huge phenomena; recent surveys show that 59% of Americans play video games. A genre of games, Massively Multiplayer Online Games, like World of Warcraft and Eve Online, stand out as complex, rich environments in which players develop strong social connections with each other, fight over resources and territories, engage in diplomacy, and form and maintain large, complex organizations. In short these are “Virtual Worlds” that capture many of the dynamics of the real world. Virtual worlds can thus be a window -- a large scale laboratory for studying and understanding human behavior.

One of the major challenges (and opportunities) with studying human behavior in virtual worlds is the interdisciplinary nature. Many fundamental computer science problems arise in analyzing large quantities of data (“big data”), but along with that are foundational questions on human behavior. It’s clear that human’s change behavior when playing a game, but what type of behavior changes? Do people put on different personalities online (recent evidence suggests that this is not always the case)? Studying behavior within virtual worlds is an inherently interdisciplinary endeavor, requiring the expertise of computer scientists, statisticians, economists, sociologists and psychologists.

This multi-author volume intends to present a unified perspective on the field, drawing from contributions from a variety of disciplines. Thus, we are requesting chapter proposals on a variety of topics, from multiple disciplines, around the areas of:

Who plays games:
* Demographics of players
* Behavioral/Psychological characteristics of players.
* Cultural differences between players.

Games in the real world:
* Use of games to foster social interaction.
* MMOGs and training.
* Detecting malicious behavior in games.

Social Systems in Games:
* Team/group formation, evolution.
* Leadership emergence.
* Norm/behavior emergence.

Website:
https://sites.google.com/site/sivw2016/
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