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We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of effectance and need for challenge. In the second stage, we use the results from the first stage to develop a matching algorithm that learns (infers) the gamer’s current engagement state “on the fly” and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.

As ever with this kind of mechanism, are we sure we want this to exist..? The potential is no doubt powerful. Imagine interactive TV shows that modulate what they’re presenting based on readings of the viewer… Hrm.

    Next → → Report Launch - OPSI Primer on AI for the Public Sector The Observatory on Public Sector Innovation (@OPSIgov) has launched a new primer on AI for the public sector. ← Previous → Beautiful is Good and Good is Reputable: Multiple-Attribute Charity Website Evaluation and Initial Perceptions of Reputation Under the Halo Effect Interesting paper on how the halo effect works on charity websites.
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