Application of Business Analysis in Games: A Report
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Application of Business Analysis in Games
Index Terms—big data, analytics, serious games, simulation.
I. INTRODUCTION
he trainers that are present in different fields of
education and that too at different levels have started to
use the modern technologies in order to have some betterment
in their teachings or the ways in which they teach. Out of all
the ways that are generally used by them, the teachers have
also started to practice the activities related to Game Bases
Learning in order to find innovative and interesting ways to
teach the students that are learning from them. In the
following document, the dos and don’ts of the usage of
business analytics are tried to be discussed. In the course of
this report a learner would be able to learner of the application
of using the business analysis in videos games and would also
be able to have performs simple tasks that are associated with
the same.
T
Maximum numbers of the games that are used for the
commercial purposes that are being used by different schools
or institutions, created by the publisher or government bodies
that have the supervision of the educational department are
shared as blackboxes to ensure the safety of the intellectual
properties. As a result or an outcome of this whole procedure,
it is next to not being possible to cumulate any type of data
from it, which ultimately leaves the instructors or the trainer
with only a single choice which is to use the conventional
methods such as subjective examinations or any kind of
examinations that involves writing. There are still some
considerations associated with the models that were proposed
that are in a heavy need or requirement to be a part of a
healthy discussion. The game platforms that are having the
usage in order to run the game should be complied along with
some kind of technological requisite (Laguna, et. al., 2012).
The big data as well as the data analytics are mostly
considered to be interlinked among each other, but the thing is
that that data analytics isn’t a modern technology. Many
analytical methodologies like regressions, simulations, and
machine learnings, have been around from many years in the
past. In some cases even the importance of understanding the
data that is considered to be unstructured such as emails have
been properly known too. This impact of the big data has
developed the present interests and opportunity in the big data
analytical researches [1]
In a particular respect to the games that are played very
seriously, giving that kind of scaffoldings needs the teacher to
have knowledge about the different ways in which a student is
having the interaction with the games, for the identification of
the student who is either facing issues or having some having
some wrong opinions regarding the content. When the
quantity of the learners and the way in which the learner is
playing the game is remarked as adequate, just observing the
way on which a general student is playing the game is
considered to be enough, as it might help in the detection of
these scenarios and give some support when needed.
Although, these types of techniques are very hard to be
applied, and it is more in use to resort to posteriors debrief
session or to use the game that offers report regarding how
every learner is playing the games. The most general usage of
the Web Analysis is aligned along the aim of having the
identification of the user that are having the encounter with the
obstructions in their navigating process, in some cases even
dynamically [2] There are still some considerations associated
with the models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. When the learning the analytical approach is
applied to the sector of the games that are taken very
seriously, It is generally expected from the user for being able
to identify patter of the way of playing the game that indicates
towards the learner who are getting fixed within the games, or
is observed to the displaying poor record in the field of
performance. On the bases of the contextual purposes, this
process of identifying and the provisioning of the extra
support that is been provided for the learners might be done by
the inspection of the traces of the way in which the game is
played post the sessions. And, in the case that the context has
allowed it, the dynamic process of identifying the students and
finding difficulties would be providing the teachers with some
powerful tools to enhance the individual session that is taken
on the bases of the way in which the game is been played by
good student as well as by helping a student who is not able to
play the properly at the time of requirement [2]
There are still some considerations associated with the
models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. Firstly, it should be allowed for a user to collect or
generate the trace as it is been shown in the document that is
being discussed here [3]. This problem is considered to be in a
need of being addressed while extending the open sourced
games engine or having the usage of the one with a tracking
system that has been built inside. Secondly, the platform that
is been defined for the game has to involve a model that is
explicit in order to provide the representation for defining the
entire games. These models are in an urgent need to be kept in
different files from the line of code that is responsible for the
running of the particular game in a format which is considered
to be easy to be processed by a system. And third and lastly,
data that is been logged has to be having the storage
somewhere, generally in the database that would be having the
0018-9464 © 2015 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See http://www.ieee.org/publications_standards/publications/rights/index.html for more information. (Inserted by IEEE.)
1
Index Terms—big data, analytics, serious games, simulation.
I. INTRODUCTION
he trainers that are present in different fields of
education and that too at different levels have started to
use the modern technologies in order to have some betterment
in their teachings or the ways in which they teach. Out of all
the ways that are generally used by them, the teachers have
also started to practice the activities related to Game Bases
Learning in order to find innovative and interesting ways to
teach the students that are learning from them. In the
following document, the dos and don’ts of the usage of
business analytics are tried to be discussed. In the course of
this report a learner would be able to learner of the application
of using the business analysis in videos games and would also
be able to have performs simple tasks that are associated with
the same.
T
Maximum numbers of the games that are used for the
commercial purposes that are being used by different schools
or institutions, created by the publisher or government bodies
that have the supervision of the educational department are
shared as blackboxes to ensure the safety of the intellectual
properties. As a result or an outcome of this whole procedure,
it is next to not being possible to cumulate any type of data
from it, which ultimately leaves the instructors or the trainer
with only a single choice which is to use the conventional
methods such as subjective examinations or any kind of
examinations that involves writing. There are still some
considerations associated with the models that were proposed
that are in a heavy need or requirement to be a part of a
healthy discussion. The game platforms that are having the
usage in order to run the game should be complied along with
some kind of technological requisite (Laguna, et. al., 2012).
The big data as well as the data analytics are mostly
considered to be interlinked among each other, but the thing is
that that data analytics isn’t a modern technology. Many
analytical methodologies like regressions, simulations, and
machine learnings, have been around from many years in the
past. In some cases even the importance of understanding the
data that is considered to be unstructured such as emails have
been properly known too. This impact of the big data has
developed the present interests and opportunity in the big data
analytical researches [1]
In a particular respect to the games that are played very
seriously, giving that kind of scaffoldings needs the teacher to
have knowledge about the different ways in which a student is
having the interaction with the games, for the identification of
the student who is either facing issues or having some having
some wrong opinions regarding the content. When the
quantity of the learners and the way in which the learner is
playing the game is remarked as adequate, just observing the
way on which a general student is playing the game is
considered to be enough, as it might help in the detection of
these scenarios and give some support when needed.
Although, these types of techniques are very hard to be
applied, and it is more in use to resort to posteriors debrief
session or to use the game that offers report regarding how
every learner is playing the games. The most general usage of
the Web Analysis is aligned along the aim of having the
identification of the user that are having the encounter with the
obstructions in their navigating process, in some cases even
dynamically [2] There are still some considerations associated
with the models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. When the learning the analytical approach is
applied to the sector of the games that are taken very
seriously, It is generally expected from the user for being able
to identify patter of the way of playing the game that indicates
towards the learner who are getting fixed within the games, or
is observed to the displaying poor record in the field of
performance. On the bases of the contextual purposes, this
process of identifying and the provisioning of the extra
support that is been provided for the learners might be done by
the inspection of the traces of the way in which the game is
played post the sessions. And, in the case that the context has
allowed it, the dynamic process of identifying the students and
finding difficulties would be providing the teachers with some
powerful tools to enhance the individual session that is taken
on the bases of the way in which the game is been played by
good student as well as by helping a student who is not able to
play the properly at the time of requirement [2]
There are still some considerations associated with the
models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. Firstly, it should be allowed for a user to collect or
generate the trace as it is been shown in the document that is
being discussed here [3]. This problem is considered to be in a
need of being addressed while extending the open sourced
games engine or having the usage of the one with a tracking
system that has been built inside. Secondly, the platform that
is been defined for the game has to involve a model that is
explicit in order to provide the representation for defining the
entire games. These models are in an urgent need to be kept in
different files from the line of code that is responsible for the
running of the particular game in a format which is considered
to be easy to be processed by a system. And third and lastly,
data that is been logged has to be having the storage
somewhere, generally in the database that would be having the
0018-9464 © 2015 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See http://www.ieee.org/publications_standards/publications/rights/index.html for more information. (Inserted by IEEE.)
1
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ability to provide an increment in the difficulties that might
occur during the deployment of the particular game. But the
engine of the game would also be having the ability to login
inside the local directory and then move the outcomes from
the research, forward to the externalized analyzers. For the
visualization of data, one of the multiple open sourced
libraries that are available is having the ability to be having the
usage of generating the graphical representation and reports
[3].
The word serious game generally is referred to any kind of
usage of the digital game with the purpose that is different
from than entertainment, which includes training simulation,
socially-criticized game and advertising-game (the game that
is been developed in order to promote an item, the services or
the companies). There are still some considerations associated
with the models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. In the present times, this word is being in usage even
for approaches that are associated with the games are having
their own application in solving the complicated issues in a
collaborative manner. Although, the maximum number of the
academic works generally has the usage of the word serious
games to refer to the usage of the of digital games for
education reasons (the are some others book writers or the
journal writers who consider that this term was coined by
Clarks Abt in his books “Seriousness in Games” in the early
70s [4].
II. CONCLUSION
In the following document, the dos and don’ts of the usage
of business analytics are tried to be discussed. In the course of
this report a learner would be able to learner of the application
of using the business analysis in videos games and would also
be able to have performs simple tasks that are associated with
the same. From the above document, it is quite clear that the
trainers that are present in different fields of education and
that too at different levels have started to use the modern
technologies in order to have some betterment in their
teachings or the ways in which they teach. Out of all the ways
that are generally used by them, the teachers have also started
to practice the activities related to Game Bases Learning in
order to find innovative and interesting ways to teach the
students that are learning from them [4].
III. REFERENCES
[1] Laguana, A., S., Tottonte, J., Ger, P., M. and Manjon, B., F., 2012,
Tracing a little for big Improvements: Application of Learning Analytics
and Videogames for Student Assessment. Procedia Computer Science.
15(2012), Pp. 203-209
[2] Watson, H., J., 2014, Tutorial: Big Data Analytics: Concepts,
Technologies, and Applications. Communications of the Association for
Information Systems. 34(65). Pp.1247-1268
[3] Chen, H., Chiang, R., H., L. and Storey, V., C., 2012, BUSINESS
INTELLIGENCE AND ANALYTICS: FROM BIG DATA TO BIG
IMPACT. Business Intelligence Research. 36(4). Pp. 1165-1188
[4] Freire, M., Laguna, A., S., Manero, B. and Ortiz, I., M., 2016, Game
Learning Analytics: Learning Analytics for Serious Games. Learning,
Design, and Technology. 21(1). Pp. 1-29
0018-9464 © 2015 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See http://www.ieee.org/publications_standards/publications/rights/index.html for more information. (Inserted by IEEE.)
2
occur during the deployment of the particular game. But the
engine of the game would also be having the ability to login
inside the local directory and then move the outcomes from
the research, forward to the externalized analyzers. For the
visualization of data, one of the multiple open sourced
libraries that are available is having the ability to be having the
usage of generating the graphical representation and reports
[3].
The word serious game generally is referred to any kind of
usage of the digital game with the purpose that is different
from than entertainment, which includes training simulation,
socially-criticized game and advertising-game (the game that
is been developed in order to promote an item, the services or
the companies). There are still some considerations associated
with the models that were proposed that are in a heavy need or
requirement to be a part of a healthy discussion. The game
platforms that are having the usage in order to run the game
should be complied along with some kind of technological
requisite. In the present times, this word is being in usage even
for approaches that are associated with the games are having
their own application in solving the complicated issues in a
collaborative manner. Although, the maximum number of the
academic works generally has the usage of the word serious
games to refer to the usage of the of digital games for
education reasons (the are some others book writers or the
journal writers who consider that this term was coined by
Clarks Abt in his books “Seriousness in Games” in the early
70s [4].
II. CONCLUSION
In the following document, the dos and don’ts of the usage
of business analytics are tried to be discussed. In the course of
this report a learner would be able to learner of the application
of using the business analysis in videos games and would also
be able to have performs simple tasks that are associated with
the same. From the above document, it is quite clear that the
trainers that are present in different fields of education and
that too at different levels have started to use the modern
technologies in order to have some betterment in their
teachings or the ways in which they teach. Out of all the ways
that are generally used by them, the teachers have also started
to practice the activities related to Game Bases Learning in
order to find innovative and interesting ways to teach the
students that are learning from them [4].
III. REFERENCES
[1] Laguana, A., S., Tottonte, J., Ger, P., M. and Manjon, B., F., 2012,
Tracing a little for big Improvements: Application of Learning Analytics
and Videogames for Student Assessment. Procedia Computer Science.
15(2012), Pp. 203-209
[2] Watson, H., J., 2014, Tutorial: Big Data Analytics: Concepts,
Technologies, and Applications. Communications of the Association for
Information Systems. 34(65). Pp.1247-1268
[3] Chen, H., Chiang, R., H., L. and Storey, V., C., 2012, BUSINESS
INTELLIGENCE AND ANALYTICS: FROM BIG DATA TO BIG
IMPACT. Business Intelligence Research. 36(4). Pp. 1165-1188
[4] Freire, M., Laguna, A., S., Manero, B. and Ortiz, I., M., 2016, Game
Learning Analytics: Learning Analytics for Serious Games. Learning,
Design, and Technology. 21(1). Pp. 1-29
0018-9464 © 2015 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See http://www.ieee.org/publications_standards/publications/rights/index.html for more information. (Inserted by IEEE.)
2
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