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Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans.
Joseph Macey
Juho Hamari
Max Sjöblom
Maria Törhönen
Published in:
GamiFIN (2021)
Keyphrases
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multimedia
activity recognition
cross media
sample points
neural network
learning process
electricity consumption
sample set
daily life
sample size
website
knowledge base
training data
case study
semantic relationships
artificial intelligence
machine learning