280 research outputs found

    Forecasting Player Behavioral Data and Simulating in-Game Events

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    Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game developers need to evaluate beforehand the impact of in-game events. Simulation optimization of these events is crucial to increase player engagement and maximize monetization. We present an experimental analysis of several methods to forecast game-related variables, with two main aims: to obtain accurate predictions of in-app purchases and playtime in an operational production environment, and to perform simulations of in-game events in order to maximize sales and playtime. Our ultimate purpose is to take a step towards the data-driven development of games. The results suggest that, even though the performance of traditional approaches such as ARIMA is still better, the outcomes of state-of-the-art techniques like deep learning are promising. Deep learning comes up as a well-suited general model that could be used to forecast a variety of time series with different dynamic behaviors

    Customer Retention: Reducing Online Casino Player Churn Through the Application of Predictive Modeling

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    With the potential expansion of legalized online gaming in the United States as well as in the global market, customer retention is critical to the continued growth and success of an online casino. While customer churn prediction can be an essential part of customer retention efforts, it has received very little attention in the gaming literature. Using historical online gaming data, this study examines whether player churn (attrition) can be predicted through an application of a decision tree data mining algorithm called Exhaustive CHAID (E-CHAID). The results of this empirical study suggest that the predictive model based on the E-CHAID method can be a valuable tool for identifying potential churners and understanding their churn behavior. Additionally, this study shows how the classification rules and propensity scores extracted from a decision tree churn model can be used to identify players at risk of churn. The patron play and visitation parameters that are closely associated with churn are also discussed. This study contributes to the gaming literature by focusing on online players’ churn prediction through a data-driven approach. Finally, it discusses proactive approaches for churn prevention

    From Theory to Behaviour: Towards a General Model of Engagement

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    Engagement is a fuzzy concept. In the present work we operationalize engagement mechanistically by linking it directly to human behaviour and show that the construct of engagement can be used for shaping and interpreting data-driven methods. First we outline a formal framework for engagement modelling. Second we expanded on our previous work on theory-inspired data-driven approaches to better model the engagement process by proposing a new modelling technique, the Melchoir Model. Third, we illustrate how, through model comparison and inspection, we can link machine-learned models and underlying theoretical frameworks. Finally we discuss our results in light of a theory-driven hypothesis and highlight potential application of our work in industry.Comment: In review for being included in the proceedings of "Conference on Games

    A SLR on Customer Dropout Prediction

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    Dropout prediction is a problem that is being addressed with machine learning algorithms; thus, appropriate approaches to address the dropout rate are needed. The selection of an algorithm to predict the dropout rate is only one problem to be addressed. Other aspects should also be considered, such as which features should be selected and how to measure accuracy while considering whether the features are appropriate according to the business context in which they are employed. To solve these questions, the goal of this paper is to develop a systematic literature review to evaluate the development of existing studies and to predict the dropout rate in contractual settings using machine learning to identify current trends and research opportunities. The results of this study identify trends in the use of machine learning algorithms in different business areas and in the adoption of machine learning algorithms, including which metrics are being adopted and what features are being applied. Finally, some research opportunities and gaps that could be explored in future research are presented.info:eu-repo/semantics/publishedVersio

    A SLR on Customer Dropout Prediction

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    Dropout prediction is a problem that is being addressed with machine learning algorithms; thus, appropriate approaches to address the dropout rate are needed. The selection of an algorithm to predict the dropout rate is only one problem to be addressed. Other aspects should also be considered, such as which features should be selected and how to measure accuracy while considering whether the features are appropriate according to the business context in which they are employed. To solve these questions, the goal of this paper is to develop a systematic literature review to evaluate the development of existing studies and to predict the dropout rate in contractual settings using machine learning to identify current trends and research opportunities. The results of this study identify trends in the use of machine learning algorithms in different business areas and in the adoption of machine learning algorithms, including which metrics are being adopted and what features are being applied. Finally, some research opportunities and gaps that could be explored in future research are presented.info:eu-repo/semantics/publishedVersio

    Customer churn prediction for web browsers

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    In the competitive web browser market, identifying potential churners is critical to decreasing the loss of existing customers. Churn prediction based on customer behaviors plays a vital role in customer retention strategies. However, traditional churn prediction algorithms such as Tree-based models cannot exploit the temporal characteristics of browser customers behaviors, while sequence models cannot explicitly extract the information between multiple behaviors. To meet this challenge, we propose a novel model named Multivariate Behavior Sequence Transformer (MBST) with two complementary attention mechanisms to explore the temporal and behavioral information separately. Furthermore, a Tree-based classifier is attached for churn prediction instead of using the multilayer perceptron. Extensive experiments on a real-world Tencent QQ browser dataset with over 600,000 samples demonstrate that the proposed MBST achieves the F-score of 82.72% and the Area Under Curve (AUC) of 93.75%, which significantly outperforms state-of-the-art methods in terms of churn prediction

    Assessing Influential Users in Live Streaming Social Networks

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    abstract: Live streaming has risen to significant popularity in the recent past and largely this live streaming is a feature of existing social networks like Facebook, Instagram, and Snapchat. However, there does exist at least one social network entirely devoted to live streaming, and specifically the live streaming of video games, Twitch. This social network is unique for a number of reasons, not least because of its hyper-focus on live content and this uniqueness has challenges for social media researchers. Despite this uniqueness, almost no scientific work has been performed on this public social network. Thus, it is unclear what user interaction features present on other social networks exist on Twitch. Investigating the interactions between users and identifying which, if any, of the common user behaviors on social network exist on Twitch is an important step in understanding how Twitch fits in to the social media ecosystem. For example, there are users that have large followings on Twitch and amass a large number of viewers, but do those users exert influence over the behavior of other user the way that popular users on Twitter do? This task, however, will not be trivial. The same hyper-focus on live content that makes Twitch unique in the social network space invalidates many of the traditional approaches to social network analysis. Thus, new algorithms and techniques must be developed in order to tap this data source. In this thesis, a novel algorithm for finding games whose releases have made a significant impact on the network is described as well as a novel algorithm for detecting and identifying influential players of games. In addition, the Twitch network is described in detail along with the data that was collected in order to power the two previously described algorithms.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Real-Time Prediction of Gamers Behavior Using Variable Order Markov and Big Data Technology: A Case of Study

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    This paper presents the results and conclusions found when predicting the behavior of gamers in commercial videogames datasets. In particular, it uses Variable-Order Markov (VOM) to build a probabilistic model that is able to use the historic behavior of gamers and to infer what will be their next actions. Being able to predict with accuracy the next user’s actions can be of special interest to learn from the behavior of gamers, to make them more engaged and to reduce churn rate. In order to support a big volume and velocity of data, the system is built on top of the Hadoop ecosystem, using HBase for real-time processing; and the prediction tool is provided as a service (SaaS) and accessible through a RESTful API. The prediction system is evaluated using a case of study with two commercial videogames, attaining promising results with high prediction accuracies
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