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The Context Matters: Predicting the Number of In-game Actions Using Traces of Mobile Augmented Reality Games

Published: 25 November 2018 Publication History

Abstract

Augmented Reality (AR) is an approach to enrich the real world with additional information. It allows users to interact with virtual objects that are linked to locations in the real world. In the area of mobile computer games, AR is quite demanding for managing resources in communication networks, since in-game points of interest typically lead to high network loads, whereas network utilization is otherwise below the average. Predicting the number of in-game actions of mobile AR games can help to scale the game back-end reasonably without over- or under-provisioning of resources. Context information like weather or available Wi-Fi access points can play a key role in estimating or predicting the number of in-game actions. In this paper, we analyze a comprehensive dataset that contains players' actions of one of the most popular mobile AR games, Ingress. The dataset entails more than 23.9 million player actions over a period of 17 months, as well as additional contextual information. Our analysis shows a highly significant relationship between context factors and in-game actions, which explains large parts of users' behavior in terms of when, where and how often they play the game. By combining four different context factors (i.e., time, user, physical and computing context), our analysis can explain up to 84.44% of the variation in the number of in-game actions.

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  • (2019)Eliciting and Considering Underlay User Preferences for Data-Forwarding in Multihop Wireless NetworksIEEE Access10.1109/ACCESS.2019.29067317(40052-40067)Online publication date: 2019

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  1. The Context Matters: Predicting the Number of In-game Actions Using Traces of Mobile Augmented Reality Games

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    cover image ACM Other conferences
    MUM '18: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia
    November 2018
    548 pages
    ISBN:9781450365949
    DOI:10.1145/3282894
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 25 November 2018

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    Author Tags

    1. Augmented Reality
    2. Context Awareness
    3. Mobile Computing

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    Overall Acceptance Rate 190 of 465 submissions, 41%

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    View all
    • (2022)Multi-Stakeholder Service Placement via Iterative Bargaining With Incomplete InformationIEEE/ACM Transactions on Networking10.1109/TNET.2022.315704030:4(1822-1837)Online publication date: Aug-2022
    • (2021)The Impact of Strategic Core-Component Reuse on Product Life CyclesBusiness & Information Systems Engineering10.1007/s12599-021-00706-y64:2(223-237)Online publication date: 23-Jun-2021
    • (2019)Eliciting and Considering Underlay User Preferences for Data-Forwarding in Multihop Wireless NetworksIEEE Access10.1109/ACCESS.2019.29067317(40052-40067)Online publication date: 2019

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