Proceedings of the Australasian Computer Science Week Multiconference 2018
DOI: 10.1145/3167918.3167925
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To be or not to be...social

Abstract: Mobile games make up the largest segment of the games industry, in terms of revenue as well as players. Hundreds of thousands of games are available with most being free to download and play. In freemium games, revenue is predominantly generated by users making in-game purchases. As only a small fraction of users make purchases, predicting these users and their Customer Lifetime Value are key challenges in Game Analytics and currently barely explored in academic research. Furthermore, while social factors have… Show more

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Cited by 31 publications
(1 citation statement)
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“…Traditional machine learning methods commonly leverage tree-based algorithms such as Extreme Gradient Boosting (XGBoost) (Chen and Guestrin 2016). Drachen et al (Drachen et al 2018) leverage both Random Forest (Breiman 2001) and XGBoost algorithms to predict mobile game customer LTV with social feature involved. Besides, Vanderveld et al (Vanderveld et al 2016) design a model based on Random Forest with engagement features collected from a e-commerce platform to predict future value of an individual customer.…”
Section: Related Workmentioning
confidence: 99%
“…Traditional machine learning methods commonly leverage tree-based algorithms such as Extreme Gradient Boosting (XGBoost) (Chen and Guestrin 2016). Drachen et al (Drachen et al 2018) leverage both Random Forest (Breiman 2001) and XGBoost algorithms to predict mobile game customer LTV with social feature involved. Besides, Vanderveld et al (Vanderveld et al 2016) design a model based on Random Forest with engagement features collected from a e-commerce platform to predict future value of an individual customer.…”
Section: Related Workmentioning
confidence: 99%