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Su, Y., Backlund, P. & Engström, H. (2020). Business Intelligence Challenges for Independent Game Publishing. International Journal of Computer Games Technology, 2020, 1-8, Article ID 5395187.
Open this publication in new window or tab >>Business Intelligence Challenges for Independent Game Publishing
2020 (English)In: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, Vol. 2020, p. 1-8, article id 5395187Article in journal (Refereed) Published
Abstract [en]

With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologies have been applied to game development for game design and game optimization. However, few systematic research efforts have focused on the field of game publishing, particularly with regard to independent (indie) game publishing. In this paper, we analyse data collected from a set of interviews with small indie game developers. The results indicate that most of the indie game developers have already used business intelligence for game self-publishing, although three main challenges have been identified: first, how to conduct marketing promotion and improve the return on investment (ROI); second, how to collect game publishing data; and third, how to analyse the data in order to guide game self-publishing. Our interviews also reveal that the business model applied to a game significantly impacts the role of game analytics. The study expands and advances the research on how game analytics can be used for game publishing, particularly for indie game self-publishing.

Place, publisher, year, edition, pages
Hindawi Publishing Corporation, 2020
National Category
Computer Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18185 (URN)10.1155/2020/5395187 (DOI)000510887600001 ()2-s2.0-85079138803 (Scopus ID)
Available from: 2020-02-04 Created: 2020-02-04 Last updated: 2020-04-22Bibliographically approved
Su, Y. (2019). Data-driven Model for Mobile Game Self-publishing. In: Raimundas Matulevičius, Robert Buchmann, Václav Řepa, Marite Kirikova, Kurt Sandkuhl, Małgorzata Pańkowska (Ed.), BIR-WS 2019, BIR 2019 Workshops and Doctoral Consortium: Joint Proceedings of the BIR 2019 Workshops and Doctoral Consortiumco-located with 18th International Conference on Perspectives in Business Informatics Research (BIR 2019). Paper presented at BIR 2019 Workshops and Doctoral Consortium co-located with 18th International Conference on Perspectives in Business Informatics Research (BIR 2019), Katowice, Poland, September 23-25, 2019 (pp. 189-199). Rheinisch-Westfaelische Technische Hochschule Aachen * Lehrstuhl Informatik V, 2443
Open this publication in new window or tab >>Data-driven Model for Mobile Game Self-publishing
2019 (English)In: BIR-WS 2019, BIR 2019 Workshops and Doctoral Consortium: Joint Proceedings of the BIR 2019 Workshops and Doctoral Consortiumco-located with 18th International Conference on Perspectives in Business Informatics Research (BIR 2019) / [ed] Raimundas Matulevičius, Robert Buchmann, Václav Řepa, Marite Kirikova, Kurt Sandkuhl, Małgorzata Pańkowska, Rheinisch-Westfaelische Technische Hochschule Aachen * Lehrstuhl Informatik V , 2019, Vol. 2443, p. 189-199Conference paper, Published paper (Refereed)
Abstract [en]

The emergence of new game value chains makes game developer self-publishing possible, but how they conduct the game self-publishing business is unknown. Besides this, business intelligence has been applied in game development for game design and optimization, but few systematic research efforts are focusing on game publishing, especially on mobile game self-publishing. In this paper, a research proposal for adopting a data-driven model to conduct mobile game self-publishing is proposed. My Ph.D. research aims to identify and remedy the main problems faced by game developers during mobile game self-publishing then introduce a brand-new model to support the whole process of mobile game publishing which combines analysis of player's behavior with in-game system data. The main contribution is based on the survey of business intelligence used in the game area and also the interviews, to identify the key issues for self-publishing and then, to propose a research effort leading to a new data-driven model for mobile game self-publishing, primarily targeting independent (indie) game developers.

Place, publisher, year, edition, pages
Rheinisch-Westfaelische Technische Hochschule Aachen * Lehrstuhl Informatik V, 2019
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 2443
Keywords
Business Intelligence, Data-driven, Game Analytics, Game Metrics, Inde-pendent Game Developer, Game Self-publishing
National Category
Other Computer and Information Science
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-17730 (URN)
Conference
BIR 2019 Workshops and Doctoral Consortium co-located with 18th International Conference on Perspectives in Business Informatics Research (BIR 2019), Katowice, Poland, September 23-25, 2019
Note

BIR 2019 Doctoral Consortium

Available from: 2019-09-27 Created: 2019-09-27 Last updated: 2019-11-08Bibliographically approved
Su, Y. (2019). Game Analytics for Indie Game Self-Publishing: A Data-Driven Model for Indie Mobile Game Self-Publishing.
Open this publication in new window or tab >>Game Analytics for Indie Game Self-Publishing: A Data-Driven Model for Indie Mobile Game Self-Publishing
2019 (English)Report (Other academic)
Abstract [en]

The main goal of my Ph.D. research is to create a new model for how game analytics effectively can guide indie game developers’ decision making. This new model mainly focuses on supporting indie mobile game self-publishing and covers the whole mobile game publishing process. As our model is based on game data collection and data analysis, it is termed a data-driven model for mobile game self-publishing.

With the appearance of smart mobile devices, the traditional game value chain has evolved into the new mobile game value chain. The mobile game value chain refers to a new situation where a game developer can publish mobile games directly through distribution channels such as Google Play and App Store. It makes game developer self-publishing possible. In addition, as more and more mobile games appear, we also see an increasing number of independent (indie) game development studios. Many indie game studios are good at game development, but most lack experience in game self-publishing. They do not know how user acquisition works and how to transfer users into loyal and also paying players.

My research will focus on the main points of mobile game self-publishing for indie game developers. Through interviews with indie game developers, I will find out their main challenges with self-publishing. Based on the identified needs, I will set up a new model. Our model will cover the whole process of game publishing including Soft launch, Global launch, and Online Services. This new model will be based on game analytics and will guide the decision-making of mobile game self-publishing.

The main contribution of this research is based on the game industry value chain evolution and also the indie game interviews, to identify key issues for indie game developers mobile game self-publishing, then to propose a new model for guiding the whole indie mobile game self-publishing process.

Publisher
p. 36
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-16735 (URN)
Note

Thesis proposal, PhD programme, University of Skövde

Available from: 2019-04-01 Created: 2019-04-01 Last updated: 2019-04-18Bibliographically approved
Su, Y. (2019). Game Analytics Research: Status and Trends. In: Kuo-Ming Chao, Lihong Jiang, Omar Khadeer Hussain, Shang-Pin Ma, Xiang Fei (Ed.), Advances in E-Business Engineering for Ubiquitous Computing: Proceedings of the 16th International Conference on e-Business Engineering (ICEBE 2019). Paper presented at 16th International Conference on e-Business Engineering (ICEBE 2019), Shanghai, China, 11–13 October, 2019 (pp. 572-589). Cham: Springer, 41
Open this publication in new window or tab >>Game Analytics Research: Status and Trends
2019 (English)In: Advances in E-Business Engineering for Ubiquitous Computing: Proceedings of the 16th International Conference on e-Business Engineering (ICEBE 2019) / [ed] Kuo-Ming Chao, Lihong Jiang, Omar Khadeer Hussain, Shang-Pin Ma, Xiang Fei, Cham: Springer, 2019, Vol. 41, p. 572-589Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Lecture Notes on Data Engineering and Communications Technologies, ISSN 2367-4512, E-ISSN 2367-4520 ; 41
Keywords
Business Intelligence, Game Analytics, Game Value Chain, Game Metrics, Retention, Prediction
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18141 (URN)10.1007/978-3-030-34986-8_40 (DOI)2-s2.0-85083460708 (Scopus ID)978-3-030-34985-1 (ISBN)978-3-030-34986-8 (ISBN)
Conference
16th International Conference on e-Business Engineering (ICEBE 2019), Shanghai, China, 11–13 October, 2019
Available from: 2020-01-18 Created: 2020-01-18 Last updated: 2020-04-30Bibliographically approved
Su, Y., Backlund, P., Engström, H. & Strand, M. (2019). The Fish Tank Model for Mobile Game Publishing Business Performance Evaluation. In: A Siarheyeva, C Barry, M Lang, H Linger, C Schneider (Ed.), Information Systems Development: Information Systems Beyond 2020: ISD2019 Proceedings. Paper presented at The 28th International Conference on Information Systems Development (ISD2019), Toulon, France, August 28-30, 2019. Toulon, France: ISEN Yncréa Méditerranée
Open this publication in new window or tab >>The Fish Tank Model for Mobile Game Publishing Business Performance Evaluation
2019 (English)In: Information Systems Development: Information Systems Beyond 2020: ISD2019 Proceedings / [ed] A Siarheyeva, C Barry, M Lang, H Linger, C Schneider, Toulon, France: ISEN Yncréa Méditerranée , 2019Conference paper, Published paper (Refereed)
Abstract [en]

Business intelligence has been applied in the area of game development research for many years. However, few systematic research efforts are focusing on the game publishing side, especially for the mobile game publishing business. We aim to identify and remedy the shortcomings of the existing ARM funnel model for free-to-play mobile game analytics by introducing a new model, the Fish Tank Model, which combines the analysis of players’ behavior with in-game system data to drive the whole process of mobile game publishing. Based on the new model, we also bring and create relevant metrics for effectively measuring the business performance of mobile game publishing. Our main contributions are a survey of business intelligence used in game research and an analysis to reveal the insufficiency of an existing model for game publishing. Finally, we discuss business requirements for mobile game publishing and propose a brand-new model which better suits the free-to-play mobile game publishing business performance evaluation.

Place, publisher, year, edition, pages
Toulon, France: ISEN Yncréa Méditerranée, 2019
Keywords
Business Intelligence, Game Analytics, Game Publishing, Game Metrics, Model-driven.
National Category
Other Computer and Information Science
Research subject
Interaction Lab (ILAB); Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-17729 (URN)978-2-9571876-0-7 (ISBN)
Conference
The 28th International Conference on Information Systems Development (ISD2019), Toulon, France, August 28-30, 2019
Available from: 2019-09-27 Created: 2019-09-27 Last updated: 2020-04-16Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-6534-024X

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