2020
DOI: 10.1109/tg.2020.2964120
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Measuring Player Retention and Monetization Using the Mean Cumulative Function

Abstract: Game analytics supports game development by providing direct quantitative feedback about player experience. Player retention and monetization in particular have become central business statistics in free-to-play game development. Many metrics have been used for this purpose. However, game developers often want to perform analytics in a timely manner before all users have churned from the game. This causes data censoring which makes many metrics biased. In this work, we introduce how the Mean Cumulative Functio… Show more

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Cited by 7 publications
(4 citation statements)
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“…For a regression problem of age prediction, we apply cumulative score (CS) and mean cumulative score (MCS) as evaluation metrics to accommodate the nature of the problem. CS and MCS imitate the existing studies [50], [51], [52], and are used to assess accuracies in a range of age groups. CS (or CS j ) and MCS (or M CS − J) give more weight to the smaller ranges of match windows.…”
Section: Evaluation Metricsmentioning
confidence: 99%
“…For a regression problem of age prediction, we apply cumulative score (CS) and mean cumulative score (MCS) as evaluation metrics to accommodate the nature of the problem. CS and MCS imitate the existing studies [50], [51], [52], and are used to assess accuracies in a range of age groups. CS (or CS j ) and MCS (or M CS − J) give more weight to the smaller ranges of match windows.…”
Section: Evaluation Metricsmentioning
confidence: 99%
“…Most existing works [7,8,9,10,11,12,13,14,15,16,17] rely on traditional machine learning models to solve the micro-level churn prediction problem, which suffer from several major limitations as mentioned in Section 1. In view of the recent progress in graph embedding, a promising way is to adopt graph embedding frameworks for churn prediction.…”
Section: Overview Of Our Solutionmentioning
confidence: 99%
“…There have been several previous studies [7,8,9,10,11,12,13,14,15,16, 17] on micro-level mobile game churn prediction by using traditional machine learning models (e.g., logistic regression, random forests, Cox regression). However, we observe several major limitations of these studies.…”
Section: Introductionmentioning
confidence: 99%
“…The discovery of patterns in playtime, including the importance of metrics such as inter-session intervals, session lengths, total playtime, etc., matched the increased adoption of Freemium business models in the games industry and introduced the idea of using behavioral telemetry to predict player behavior. This in turn has recently introduced the idea of performing predictive analysis on players behaviour in games [9,17,23,27,35,39], including recently survival analysis [34,36], and the insights that might be gained through this type of investigation. In the literature on these topics, player departure has been termed "churn" and departing players as "churners" [9], adopting terminology from the telecommunications industry.…”
Section: Related Workmentioning
confidence: 99%