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Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models.

, , , , , and . Predicting Real World Behaviors from Virtual World Data @ SocialCom, page 69-84. Springer, (2013)

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Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGs., , , , and . CSE (4), page 340-345. IEEE Computer Society, (2009)A Brief Social History of Game Play.. DiGRA Conference, (2005)The Impact of Time Online: Social Capital and Cyberbalkanization.. Cyberpsy., Behavior, and Soc. Networking, 10 (3): 398-406 (2007)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Towards Analyzing Adversarial Behavior in Clandestine Networks., , , , , and . Applied Adversarial Reasoning and Risk Modeling, volume WS-11-06 of AAAI Technical Report, AAAI, (2011)Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models., , , , , and . Predicting Real World Behaviors from Virtual World Data @ SocialCom, page 69-84. Springer, (2013)The virtual census: representations of gender, race and age in video games., , , and . New Media Soc., 11 (5): 815-834 (2009)Who plays, how much, and why? Debunking the stereotypical gamer profile., , and . J. Comput. Mediat. Commun., 13 (4): 993-1018 (2008)Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"., and . DiGRA Conference, (2005)Focused on the prize: Characteristics of experts in massive multiplayer online games., , , , , , , and . First Monday, (2011)