Photos of these consoles, including Xbox one, Playstation 4, and Nintendo Switch.

Photos of these consoles, including Xbox one, Playstation 4, and Nintendo Switch.

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Mobile Cloud Computing provides applications of cloud computing technology on mobile internet. In the era of 5G networks, Mobile Cloud Computing offers the possibility of heavy computational in parallel through different mobile terminals. This also offers us to use Mobile Cloud Computing to analyze fluctuations in user buying incentives over the co...

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... i,g+1 = XV i,g end if end for end while First, we give a brief introduction to the video game console market. The electronic systems used to play video games are known as consoles, the example of these are video game console and handled game consoles (shown in Figure 2). A home video game console is a machine designed for playing a video game on a separate television, while a handled game console is a lightweight, portable electronic device with a built-in screen, game controls, and speaker. ...

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Citations

... Prediction is one of the most important issues for studying human's behavior [11], [12]. This paper introduces the use of the ensemble learning model, RF and GBDT, to predict the movie box office, while using the Pearson correlation coefficient for selecting model features. ...
... We find that the number of communities and the threshold has a superlinear relationship. Based on this work, we can further understand human's collective behavior [13], [14]. ...
... In most previous works, due to the lack of detailed data recording human activities, researchers commonly account for uncertain stochastic models or extended models based on stochastic processes, e.g., modeling collective human activities as temporal point processes [5] or investigating statistical patterns of human activities [6], [7]. Other researchers assume that individuals form social networks, that each individual is influenced by mutual acquaintances inside the network and external information sources outside the network, and that independent events occur at a constant rate, which leads to a class of epidemiological/cascade models [1], [8], [9]. ...
... Many literature works study collective human activity based on complex network theory, as many real-life relationships in the world can be represented as complex networks with nodes representing individuals or organizations and with links standing for interactions among the nodes, meaning that influence can flow from one node to another [17]. In addition, collective action propagation can be modeled as a transition network, in which each node may assume several states, such as users and prospective users or active and inactive, and nodes can transition from one state to another [8], [9]. The research on transition networks provides a convenient way to analyze collective human behavior, and several models are provided [18]. ...
... Here, we use "gamer" instead of "individual," as the video game market will be utilized as an illustrative example. Assume that a social network or community G(V, E) is homogeneous and uncorrelated (more detailed description of the dynamical procedure of community networks can be found in our previous work [8]). Obviously, the number of gamers is a positive integer X = 1, 2, . . . ...
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The public's purchase incentive increases dramatically during the holiday season and subsequently returns to normal levels. This seasonality is common in various scenarios and highlights the following questions: How does the public's purchase incentive fluctuate over the course of a year? Which factors are conducive to this seasonal behavior and how can they be modeled? In this paper, we propose a model that explicitly integrates temporal point process theory with the construction of a networked community, to describe the dynamics of collective action propagation with seasonal fluctuation. Furthermore, a database is constructed of sales records for 21 video game consoles and 13,237 video games in France, Germany, Japan, UK, USA and worldwide from 1989 to 2018. Experimental results suggest peak desire always appears in the holiday season about one week before Christmas and is about 4 times higher than consumption desire in a normal period in all areas.
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Various admission regulator mechanisms found are Attribute-based Controlled Collaborative Access Control Scheme, novel block chain-based distributed key management architecture (BDKMA), Pri Guarder a novel privacy-aware access control method, Lightweight admission switch. Security enquiry displays the suggested arrangement assurance documents secrecy then has several extra severe care things. Examination displays the projected system is effective in relations of loading plus calculation.
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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.