2014 IEEE Conference on Computational Intelligence and Games 2014
DOI: 10.1109/cig.2014.6932876
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Predicting player churn in the wild

Abstract: Free-to-Play or 'freemium' games represent a fundamental shift in the business models of the game industry, facilitated by the increasing use of online distribution platforms and the introduction of increasingly powerful mobile platforms. The ability of a game development company to analyze and derive insights from behavioral telemetry is crucial to the success of these games which rely on in-game purchases and in-game advertising to generate revenue, and for the company to remain competitive in a global marke… Show more

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Cited by 128 publications
(112 citation statements)
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“…The incorporation of social [4,31] aspects of user and player behavior in LTV prediction is a beneficial avenue for future research. Further, it will be necessary to verify the present results on further products and games to assess their consistency and to enable the development of cross-product predictive systems [19,41]. Last but not least, we deem it highly relevant to explore additional data sources for LTV prediction.…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…The incorporation of social [4,31] aspects of user and player behavior in LTV prediction is a beneficial avenue for future research. Further, it will be necessary to verify the present results on further products and games to assess their consistency and to enable the development of cross-product predictive systems [19,41]. Last but not least, we deem it highly relevant to explore additional data sources for LTV prediction.…”
Section: Resultsmentioning
confidence: 99%
“…This is certainly the case for premium and high-value users in freemium settings. Other examples include the prediction of fraudulent behavior [32], detecting purchase decisions [1] or predicting player churn [2,19,33]. Due to the more or less generalizable approaches to finding optimal parameters, conventional supervised machine learning models usually tend to lean towards the majority class especially when we are dealing with highly unbalanced datasets.…”
Section: Imbalance In Behavioral Datasets and Synthetic Minority Overmentioning
confidence: 99%
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“…The ratio of churners over non-churners as a function of the time determines the churn rate (Fabian Hadiji, Rafet Sifat, Anders Drachen, Christian Thurau, Kristian Kersting, Christian Bauckhaget, 2014). " (Gallo, 2014).…”
Section: Studies In Game Industrymentioning
confidence: 99%