Big Data and in-game strategies to capitalize on the playable experience in video games: Star Wars Battlefront II case study.
Abstract
How can a video game fail at its release and subsequently become a success thanks to the information extracted from the experience and opinion of the gamers? Big data has been integrated interdisciplinary in the field of video games where the use of large amounts of data on gamers' games is present in the process of conceptualization and narrative development, as well as in marketing decisions and in the creation of new products and licenses. In this context, this research analyzes the use of big data in the video game Star Wars Battlefront II (EA DICE, 2017), including expansions, micropayments, free downloadable content, and strategic decisions affecting the multiplayer mode. The results allow us to reflect on how titles are optimized to meet the needs of users and their gaming experience, with the goal of extending the life of these digital entertainment products.
Downloads
Article download
License
In order to support the global exchange of knowledge, the journal Área Abierta. Revista de comunicación audiovisul y publicitaria is allowing unrestricted access to its content as from its publication in this electronic edition, and as such it is an open-access journal. The originals published in this journal are the property of the Complutense University of Madrid and any reproduction thereof in full or in part must cite the source. All content is distributed under a Creative Commons Attribution 4.0 use and distribution licence (CC BY 4.0). This circumstance must be expressly stated in these terms where necessary. You can view the summary and the complete legal text of the licence.
Área Abierta. Revista de Comunicación Audiovisual y Publicitaria is an open access journal that does not charge authors for article processing (submission, review or editing) or publication.