2023
DOI: 10.1145/3530012
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perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games

Abstract: Online games make up the largest segment of the booming global game market, in terms of revenue as well as players. Unlike games that sell games at one time for profit, online games make money from in-game purchases by a large number of engaged players. Therefore, Customer Lifetime Value (CLTV) is particularly vital for game companies to improve marketing decisions and increase game revenues. Nowadays, as virtual game worlds are becoming increasingly innovative, complex, and diverse, the CLTV of massive player… Show more

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Cited by 7 publications
(3 citation statements)
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“…We attempted to measure players' dedication to the game by their playing frequencies, real money paid, and in-game monetary transactions. These features are highly correlated with churn, and this correlation has been verified many times in several churn prediction studies [18] , [38] , [32] , [52] . Play count : The total number of matches played per day.…”
Section: Methodssupporting
confidence: 57%
See 1 more Smart Citation
“…We attempted to measure players' dedication to the game by their playing frequencies, real money paid, and in-game monetary transactions. These features are highly correlated with churn, and this correlation has been verified many times in several churn prediction studies [18] , [38] , [32] , [52] . Play count : The total number of matches played per day.…”
Section: Methodssupporting
confidence: 57%
“…In most churn prediction studies, session-related features, such as the number of logins, playtime, and the average time between games, were utilized as critical features that could indicate the extent to which players were engaged in a game [18] , [10] . Further studies added features of different kinds, such as social activities [25] , [31] , achievements [8] , and payments [51] , [52] . Most of the studies rely on machine learning-based approaches to deal with large and complex datasets.…”
Section: Literature Review and Hypotheses Developmentmentioning
confidence: 99%
“…One can learn that e-campus is the right choice for use in today's technological age (Hopkinson et al, 2018;Roy et al, 2018). Many types of online learning media can be chosen by educators to provide convenience in the teaching and learning process (Ilyas et al, 2023;Zhao et al, 2023). In this all-digital era, students should be given learning that can increase their interest and motivation to learn (Lee et al, 2021;Posever et al, 2021).…”
Section: Introductionmentioning
confidence: 99%