2018
DOI: 10.1109/tciaig.2017.2727642
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Playtime Measurement With Survival Analysis

Abstract: Maximizing product use is a central goal of many businesses, which makes retention and monetization two central analytics metrics in games. Player retention may refer to various duration variables quantifying product use: total playtime or session playtime are popular research targets, and active playtime is well-suited for subscription games. Such research often has the goal of increasing player retention or conversely decreasing player churn. Survival analysis is a framework of powerful tools well suited for… Show more

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Cited by 36 publications
(27 citation statements)
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“…Clustering is based on unsupervised learning methods with the aim to cluster players within groups of common behavioural patterns; approaches include k-means, self-organising maps [7], matrix factorisation and archetypal analysis [18], [19], and sequence mining [8], [20], [21]. Prediction uses supervised learning to predict patterns of playing such as completion time [22] and churn [23]- [25]. Predictive models can predict a player's behaviour (i.e., what would a player do?)…”
Section: A Player Modelling and Player Motivationmentioning
confidence: 99%
“…Clustering is based on unsupervised learning methods with the aim to cluster players within groups of common behavioural patterns; approaches include k-means, self-organising maps [7], matrix factorisation and archetypal analysis [18], [19], and sequence mining [8], [20], [21]. Prediction uses supervised learning to predict patterns of playing such as completion time [22] and churn [23]- [25]. Predictive models can predict a player's behaviour (i.e., what would a player do?)…”
Section: A Player Modelling and Player Motivationmentioning
confidence: 99%
“…Another area that is being explored is churn prediction in mobile games using survival ensembles [52] and player-motivation theories [53]. While game-time survival analysis can be used as a predictor of user engagement, it can also provide knowledge regarding factors that affect gameplay duration [54]. Similarly, it can provide insight in how player activity and popularity affects retention within games [55].…”
Section: Survival Analysis Methods For Measuring Product Lifespanmentioning
confidence: 99%
“…For this reason we propose survival time and churn as behavioural approximations of future sustained engagement and disengagement. Generally speaking, survival time can be defined as the amount of playing activity occurring between the end of an observation period and the last activity recorded for a specific user [6], [19]- [22]. Churn can be defined as the decision of a user to stop interacting with a specific service due to internal or external reasons, usually formalized as a user entering a prolonged period of inactivity [1]- [4], [22].…”
Section: Survival Time and Churn Probability As Engagement Approximentioning
confidence: 99%
“…Additionally, we acquired a single context feature specifying the game context from where the metrics were originated. For determining the targets for our survival and churn estimation tasks, we leveraged existing literature on churn prediction [1]- [4], [19], [22], [23], [26] and survival analysis [6], [20], [21], [26], extending existing rules to accommodate the need to define churn and survival time in single player games with a defined life cycle (i.e. non-GaaS games).…”
Section: A Datamentioning
confidence: 99%
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