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Visual analysis system for influence of exchange between game players on consumer behavior

A technology for analyzing systems and players, used in marketing, market forecasting, market data collection, etc.

Inactive Publication Date: 2017-03-29
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] Such a solution faces some problems: first, how to measure the interactive relationship between different behaviors, and explore the effects of different social structures or influence mechanisms; second, how to integrate this large-scale dynamic data that interacts with each other to visualize

Method used

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  • Visual analysis system for influence of exchange between game players on consumer behavior
  • Visual analysis system for influence of exchange between game players on consumer behavior
  • Visual analysis system for influence of exchange between game players on consumer behavior

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Embodiment Construction

[0074] The purpose and effects of the present invention will become more apparent by describing the present invention in detail below in conjunction with the accompanying drawings.

[0075] The structure and construction of the visual analysis system of game players' communication impact on consumption behavior in this embodiment include the following steps and contents:

[0076] Step 1: Visual Design

[0077] After data preprocessing and modeling analysis, the desired data and model results (data fields, player group classification, communication influence on consumption) have been obtained. In order to meet the analysis requirements of game data, a visual analysis system is built. Its visual design is as follows:

[0078] Such as figure 1 As shown, the visualization system of this embodiment is divided into two parts: a high-level view and a detail-level view.

[0079] The high-level view uses the shape of the river as a metaphor for the dynamic changes of different beha...

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Abstract

The invention discloses a visual analysis system for the influence of exchange between game players on consumer behavior. The system comprises a data processing module, a high-level view visualization module, and a detail view visualization module. The data processing module is used for preprocessing and making a modeling analysis of data to get a desired data and model result. The high-level view visualization module shows the dynamic change of different behaviors of players and the common evolution trend of the influence of different behaviors in the form of river, and includes a stacked tree image having at least three layers, a consumption flow image, influence ribbons, and an influence bar chart. The detail view visualization module relates to multiple columns of interaction views dynamically associated with one another, and includes an attribute distribution ring and a pixel bar chart. With the system, the change in consumption of players with time can be explored, the common evolution process of exchange and consumption of players and the influence of the social contact between players on consumption through different mechanisms can be displayed in real time, the similarities and differences of the influences of communication on different kinds of commodities can be found quickly, and intra-class and inter-class comparison can be made on different kinds of commodities according to the properties and purposes of the commodities.

Description

technical field [0001] The invention relates to the technical field of consumer behavior analysis, in particular to a visual analysis system for the impact of game player communication on consumer behavior. Background technique [0002] Multiplayer online role-playing games create a virtual social environment for players, and the individual characters of different sects incarnated by players can interact with each other in a continuous game environment. In this virtual society, a large number of interactive behaviors and participatory activities are included, so many players have invested a lot of money, time and energy in various MMORPGs. To some extent online role-playing games have become an important part of e-commerce. According to statistics, the total global MMORPG revenue has reached 11 billion US dollars in 2015, and will reach 13 billion US dollars in 2017. [0003] The player's experience and investment in the game have a great impact on the profitability and de...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06Q30/02
CPCG06Q30/0201G06Q30/0203
Inventor 陈为巫英才彭泰权陆俊华谢潇兰吉
Owner ZHEJIANG UNIV
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