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Churn prediction of mobile and online casual games using play log data

机译:使用播放日志数据预测移动和在线休闲游戏的用户流失率

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摘要

Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.
机译:在过去的十年中,已连接Internet的设备,尤其是诸如智能手机之类的移动设备已广泛使用。与此类设备的交互已演变为频繁和短期的使用,并且这种现象已导致休闲游戏在游戏领域中的普遍普及。另一方面,由于开发工具的发展,休闲游戏的开发变得比以往任何时候都容易。伴随着激烈的竞争,现在,获取和保留用户都是该领域的主要问题。在这项研究中,我们专注于移动和在线休闲游戏的客户流失预测。尽管流失预测和分析可以提供有关保留的重要见解和操作线索,但在休闲游戏领域中,使用游戏记录数据进行流失预测的应用是原始的或非常有限的。大多数现有方法不能应用于休闲游戏,因为休闲游戏玩家往往会很快流失,而且他们不支付定期订阅费。因此,我们专注于新玩家,并使用观察期(OP)和客户流失预测期(CP)正式定义客户流失。使用该定义,我们为休闲游戏开发了标准的客户流失分析过程。我们涵盖基本主题,例如原始数据的预处理,包括特征分析的特征工程,使用传统机器学习算法(逻辑回归,梯度提升和随机森林)和两种深度学习算法(CNN和LSTM)的客户流失预测建模,以及OP和CP的灵敏度分析。通过分析总共193,443个唯一玩家记录和10,874,958个游戏日志记录,考虑了三种不同休闲游戏的游戏日志数据。尽管分析结果提供了有用的见解,但总体结果表明,少量用作性能指标的精选功能可能足以做出重要的行动决策,并且应根据分析目标适当选择OP和CP。

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