Data Mining User Generated Content: Transforming Play and Leisure in Online Social Gaming into Business Analytics

27 Pages Posted: 9 Feb 2020

See all articles by Peter A. Chow-White

Peter A. Chow-White

affiliation not provided to SSRN

Florence Chee

affiliation not provided to SSRN

Richard K. Smith

Simon Fraser University, School of Communication

Date Written: September 12, 2011

Abstract

In this paper, we investigate the gathering and utilization of user-generated data from online video games, and the process of innovating data mining technologies to digitally sort individuals and groups within the social games industry. How and why do information and data entrepreneurs in the online games industry instrumentalize user behaviour in online games for the purpose of data mining? Primary data gathered for this investigation includes in-depth interviews with multinational industry stakeholders about their business practices, revenue sourcing, and emergent data mining algorithms in order to explore the politics that lie behind data and its acquisition, management, sale, and distribution.

Keywords: Social Gaming, Business Analytics, Data Mining, Surveillance, User generated content

Suggested Citation

Chow-White, Peter A. and Chee, Florence and Smith, Richard K., Data Mining User Generated Content: Transforming Play and Leisure in Online Social Gaming into Business Analytics (September 12, 2011). Available at SSRN: https://ssrn.com/abstract=1926437 or http://dx.doi.org/10.2139/ssrn.1926437

Peter A. Chow-White

affiliation not provided to SSRN ( email )

Florence Chee

affiliation not provided to SSRN ( email )

Richard K. Smith (Contact Author)

Simon Fraser University, School of Communication ( email )

8888 University Drive
Burnaby, British Columbia V5A 1S6
Canada

HOME PAGE: http://www.sfu.ca/cmns

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