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How Game Users Consume Virtual Currency: The Relationship Between Consumed Quantity, Inventory, and Elapsed Time Since Last Consumption in the Mobile Game World

机译:游戏用户如何消费虚拟货币:自移动游戏世界中的最后一次消费以来,消费数量,库存和经过时间之间的关系

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In this research, we propose an analytical framework of consumer behavior of mobile game users. We focus on the quantity of virtual currency consumed by users of a mobile game to purchase characters, and clarify the relationship between consumed quantity, inventory held at the time of consumption, and elapsed time since last consumption. For the target game, the basic play is free, and there is a large difference in consumption between the light user and the heavy user. To understand such consumer behavior heterogeneity in the game world, we introduce individual differences and construct a regression model and a hierarchical Bayesian model to consider these individual differences. Also, in Japanese mobile games, an instrument called "Gacha" (Loot Box) promotes consumption; we interpret Loot Box as a promotion and include it in the model analysis. Our goal is to better understand consumer behavior in virtual space by clarifying the relationship between consumed quantity, inventory, and elapsed time by model analysis based on real data. We then suggest marketing strategies to be carried out on the basis of the obtained result.
机译:在这项研究中,我们提出了一个手机游戏用户的消费行为分析框架。我们着重研究手机游戏用户购买角色所消耗的虚拟货币数量,并阐明消耗数量,消耗时持有的库存以及自上次消耗以来经过的时间之间的关系。对于目标游戏,基本游戏是免费的,轻量级用户和重度用户之间的消费差异很大。为了了解游戏世界中这种消费者行为的异质性,我们介绍了个体差异,并构造了一个回归模型和一个层次贝叶斯模型来考虑这些个体差异。另外,在日本的手机游戏中,一种名为“ Gacha”(战利品箱)的工具促进了消费;我们将“战利品盒子”解释为促销活动,并将其包含在模型分析中。我们的目标是通过基于真实数据的模型分析来阐明消耗量,库存和经过时间之间的关系,从而更好地了解虚拟空间中的消费者行为。然后,我们建议根据所获得的结果进行营销策略。

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