How Game Users Consume Virtual Currency: The Relationship Between Consumed Quantity, Inventory, and Elapsed Time Since Last Consumption in the Mobile Game World.
Yuta KanekoKatsutoshi YadaWataru IharaRyunosuke OdagiriPublished in: ICDM Workshops (2018)
Keyphrases
- mobile games
- learning games
- mobile phone
- mobile devices
- virtual world
- computer games
- augmented reality
- supply chain
- handheld devices
- virtual reality
- mobile learning
- smart phones
- user interface
- virtual environment
- role playing game
- game playing
- reinforcement learning
- mixed reality
- online game
- educational games
- user experience