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Game Analytics Research: Status and Trends

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Part of the book series: Lecture Notes on Data Engineering and Communications Technologies ((LNDECT,volume 41))

Abstract

This paper aims to perform a systematic literature review of the business intelligence used in the game industry which mainly focuses on the game analytics side. First, according to the game industry value chain, a review identifying and classifying the relevant papers which had been published, exploring them systematically to extract similarities and status. Results show how game analytics can be used in the game industry, with player analytics, game development analytics, game publishing analytics and also channel analytics. Second, considering the business intelligence problems or potential challenges in the game industry, how game analytics can help to solve that also be discussed. Third, as recent game analytics research is highly fragmented and the underexplored areas, especially for the potential research gaps and trends are also explored. The main contribution of this paper includes giving a clear and reasonable classification based on the game industry value chain about game analytics and making a detailed overview of current research status and also discussing the potential trends as the baseline for future research.

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Correspondence to Yanhui Su .

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Su, Y. (2020). Game Analytics Research: Status and Trends. In: Chao, KM., Jiang, L., Hussain, O., Ma, SP., Fei, X. (eds) Advances in E-Business Engineering for Ubiquitous Computing. ICEBE 2019. Lecture Notes on Data Engineering and Communications Technologies, vol 41. Springer, Cham. https://doi.org/10.1007/978-3-030-34986-8_40

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