The number of users attracted and engaged in a system dictates the value of the system itself. In gamification, timely detection of churners can produce more successful applications by informing both designers and algorithms. While churn prediction has been extensively studied in entertainment games, gamified systems often implement simpler mechanics, leading to a limited set of features compared to full-featured games. In this work, we studied whether limited players’ telemetry data describing in-game activity can be used to train a Random Forest model for churn prediction in a gamified application. Specifically, we analyzed different approaches for data preprocessing and sampling. Then, data from an online free-to-play (F2P) game was used...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Destiny is, to date, the most expensive digital game ever released with a total operating budget of ...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change...
Abstract—Free-to-Play or “freemium ” games represent a fun-damental shift in the business models of ...
Free-to-Play or 'freemium' games represent a fundamental shift in the business models of the game in...
Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game in...
Abstract Social networks have been shown to enhance player experience in online games and to be impo...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Free-to-play mobile games monetize players through different business models, with higher player eng...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Many game development companies use game data analysis for mining insights about users' behaviour an...
The value of a game is assessed by measuring the intensity of the level of activity of its players. ...
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisem...
© 2016 IEEE. Destiny is, to date, the most expensive digital game ever released with a total operati...
In this paper, we present a cohort-based classification approach to the churn prediction...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Destiny is, to date, the most expensive digital game ever released with a total operating budget of ...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change...
Abstract—Free-to-Play or “freemium ” games represent a fun-damental shift in the business models of ...
Free-to-Play or 'freemium' games represent a fundamental shift in the business models of the game in...
Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game in...
Abstract Social networks have been shown to enhance player experience in online games and to be impo...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Free-to-play mobile games monetize players through different business models, with higher player eng...
Internet-connected devices, especially mobile devices such as smartphones, have become widely access...
Many game development companies use game data analysis for mining insights about users' behaviour an...
The value of a game is assessed by measuring the intensity of the level of activity of its players. ...
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisem...
© 2016 IEEE. Destiny is, to date, the most expensive digital game ever released with a total operati...
In this paper, we present a cohort-based classification approach to the churn prediction...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Destiny is, to date, the most expensive digital game ever released with a total operating budget of ...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change...