IEEE/ACM DSAA GDS 2016

DSAA Special Session on Game Data Science

Key dates and deadlines
SubmissionJun 12, 2016
NotificationJul 15, 2016
Camera ReadyAug 19, 2016
ConferenceOct 17-19, 2016

IEEE/ACM DSAA 2016 - Montreal, Canada

Special Session on Game Data Science

The Game Data Science session was a great success at DSAA 2016.
Stay tuned for future call for papers.

Accepted Papers at GDS 2016

Using players’ Gameplay Action-Decision Profiles to prescribe training: Reducing training costs with Serious Games Analytics
Christian Loh and I-Hung Li

What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours
Olivier Cavadenti, Victor Codocedo, Jean-Francois Boulicaut and Mehdi Kaytoue

On The "Tiny yet Real Happiness" Phenomenon in The Mobile Games Market
Po-Heng Chen, Yi-Pei Tu and Kuan-Ta Chen

Related Paper Accepted at BBDA 2016
Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles
Africa Perianez, Alain Saas, Anna Guitart and Colin Magne

Aims and Scope

In the past years, both traditional video game platforms and emerging mobile games have tended to become always connected to the Internet. This allows game developers to collect a huge amount of data in real time while maintaining an active relationship with the players. This recent revolution of the video-game industry creates a broad range of new challenges for both research and business applications. The current trend to include social features and in-app purchases to games, combined with the exceptional level of granularity of the data collected makes game datasets a unique source of information to observe and analyze human behavior, including social and consumer dynamics.

It is paramount that research efforts focus on the development of adequate statistical and learning methods able to model and predict player behavior, that scale to big datasets and allow an intuitive visualization of the results.

In this special session on Game Data Science we aim to bring together experts from research and industry, providing a stimulating atmosphere to promote collaborations and mutual exchange. The goal of the GDS session is to gather outstanding contributions, pursuing the development and application of new technologies towards a new paradigm in video-games. This special session calls for work on data science that help to understand and predict player behavior, addressing this challenge from three points of view: the statistical/machine learning methodology, visualization analysis and data science product deployment.

Topics of Interest

General areas of interest to GDS 2016 include but are not limited to:

Machine learning applied to game datasets

Deployment of game data science in products

Submission

Submissions for GDS 2016 are closed. Stay tuned for future call for papers.

Please follow the special session papers guidelines, and select the track "Special session" on the submission website.

Highlights

Chairs

Alain Saas, Silicon Studio (Japan)
Email: alain (at) gamedatascience.org
Africa Perianez, Silicon Studio (Japan)
Email: africa (at) gamedatascience.org

Program Committee

Alessandro Canossa, Northeastern University (USA)
Thomas Debeauvais, University of California Irvine (USA)
Benjamin Devienne, Gameloft (Canada)
Anders Drachen, Aalborg University (Denmark)
Austin Frank, Riot Games (USA)
Kirsti Laurila, Rovio Entertainment Ltd. (Finland)
Julian Runge, Wooga (Germany), Humboldt University of Berlin (Germany)
Rafet Sifa, Fraunhofer IAIS (Germany)
Ben Weber, Electronic Arts (USA)

As Seen On

DSAA 2016 Special Sessions Page
Blog On Games n' Data
Gamasutra Event Calendar
WikiCFP