Blockchain-Enabled Automatic Learning Method for Digital Gaming Systems Based on Big Data
【Author】 Zhong, Lianghuan; Qi, Chao; Gao, Yuhao
【Source】INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS
【影响因子】0.000
【Abstract】Big data technology helps with any real-world problem involving a large amount of data. The cost of dealing with huge amounts of data is reduced by deploying big data technologies on cloud-based infrastructure. New technologies like artificial intelligence (AI) and virtual reality (VR) rapidly transform the gaming industry. It is possible that blockchain technology could transform gaming from a pastime into a potential source of income. A standard learning system cannot meet students' unique learning requirements; therefore, an intelligent system must be developed. This article explores the development of an intelligent higher education system based on big data (IHES-BD). Using big data, teachers assess and predict the learning behavior of their students. The effect of their lessons can be relayed back to them to help students develop knowledge; it connects knowledge points related to the issues. According to the study's findings, the average time spent weekly playing video games is 12 hours. The gaming industry could reap huge rewards if video game participation continues to rise.
【Keywords】Artificial Intelligence; Big Data; Blockchain Technology; Cloud; Digital Gaming; Infrastructure; Intelligent Higher Education System; Learning; Students
【发表时间】2022
【收录时间】2023-02-19
【文献类型】理论模型
【主题类别】
区块链应用-实体经济-其他
【DOI】 10.4018/ijgcms.315634
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