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A time series approach to player churn and conversion in videogames

机译:一种时间序列方法,可以播放和视频游戏中的转换

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摘要

Players of a free-to-play game are divided into three main groups: non-paying active users, paying active users and inactive users. A State Space time series approach is then used to model the daily conversion rates between the different groups, i.e., the probability of transitioning from one group to another. This allows, not only for predictions on how these rates are to evolve, but also for a deeper understanding of the impact that in-game planning and calendar effects have. It is also used in this work for the detection of marketing and promotion campaigns about which no information is available. In particular, two different State Space formulations are considered and compared: an Autoregressive Integrated Moving Average process and an Unobserved Components approach, in both cases with a linear regression to explanatory variables. Both yield very close estimations for covariate parameters, producing forecasts with similar performances for most transition rates. While the Unobserved Components approach is more robust and needs less human intervention in regards to model definition, it produces significantly worse forecasts for non-paying user abandonment probability. More critically, it also fails to detect a plausible marketing and promotion campaign scenario.
机译:自由玩游戏的玩家分为三个主要组:非支付活动用户,支付活动用户和非活动用户。然后,使用状态空间时间序列方法来模拟不同组之间的日常转换速率,即从一个组转换到另一组的概率。这允许,不仅可以预测这些利率如何发展,而且为了更深入地了解,对游戏中的影响和日历效果的影响。它还用于在这项工作中用于检测营销和促销活动,没有信息。特别地,考虑和比较了两个不同的状态空间配方:在两种情况下,对归类化的集成移动平均过程和未观察的组件方法,其与解释变量的线性回归。两者都产生对协变量参数的非常密切的估计,产生具有与大多数转换率类似的性能的预测。虽然未观察到的组件方法更加强劲,但在对模型定义方面的人为干预较少时,它会产生显着更糟糕的预测,以便不付费用户放弃概率。更富豪地,它还未能检测合理的营销和促销活动场景。

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