Massively Multi-player Online Role-Playing Games (MMORPGs) and Massively Multiplayer Online games (MMOs) are complex socio-technical distributed systems. In these environments, a huge amount of players interact to have fun and develop their characters. Looting systems have been developed to help allocating valuable in-game objects, gained after finishing quests, as fairly as possible among the participating players. The medium/long term effects of the adoption of different Looting Systems on players have not yet been adequately investigated, in spite of the fact that they could impact heavily on players' satisfaction. In the present work, we move a first step in this direction in order to offer several hints for improvement to game designers and companies developing and managing MMORPGs and MMOs.
Scientific and clinical research have advanced the ability of healthcare professionals to more precisely define diseases and classify patients into different groups based on their likelihood of responding to a given treatment, and on their future risks. However, a significant gap remains between the delivery of stratified healthcare and personalization. The latter implies solutions that seek to treat each citizen as a truly unique individual, as opposed to a member of a group with whom they share common risks or health-related characteristics. Personalisation also implies an approach that takes into account personal characteristics and conditions of individuals. This paper investigates how these desirable attributes can be developed and introduces a holistic environment, the iHELP, that incorporates big data management and Artificial Intelligence (AI) approaches to enable the realization of datadriven pathways where awareness, care and decision support is provided based on person-centric early risk prediction, prevention and intervention measures.
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