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How players lose interest in playing a game: An empirical study based on distributions of total playing times

机译:玩家如何对玩游戏失去兴趣:基于总玩时间分布的实证研究

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Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players have played these games and apply techniques from lifetime analysis to identify common patterns. In all five cases, we find that the Weibull distribution gives a good account of the statistics of total playing times. This implies that an average player's interest in playing one of the games considered evolves according to a non-homogeneous Poisson process. Therefore, given data on the initial playtime behavior of the players of a game, it becomes possible to predict when they stop playing.
机译:分析计算机游戏中玩家行为的遥测数据是业界和研究界越来越感兴趣的话题。当应用于游戏遥测数据时,模式识别和统计分析将为游戏开发提供有价值的商业智能工具。该领域中的一个重要问题是表征游戏中玩家的参与度如何随时间演变。可靠的模型至关重要,因为它们可以评估游戏产品的长期成功性,并且可以提供估计玩家有望继续活跃进行游戏的时间的估计。在本文中,我们将随机过程理论中的方法引入游戏数据挖掘中,以得出有关玩家参与度的推论。给定来自五个不同的动作冒险和射击游戏的行为遥测数据的大样本(超过25万玩家),我们提取有关个体玩家玩这些游戏多长时间的信息,并应用生命周期分析中的技术来识别常见模式。在所有五种情况下,我们发现Weibull分布很好地说明了总比赛时间的统计信息。这意味着,普通玩家对玩其中一种游戏的兴趣会根据非均匀的Poisson过程而演变。因此,给定有关游戏玩家的初始游戏时间行为的数据,就可以预测他们何时停止游戏。

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