2020
DOI: 10.1109/tg.2018.2871215
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Profit Optimizing Churn Prediction for Long-Term Loyal Customers in Online Games

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Cited by 27 publications
(6 citation statements)
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“…Since it consists of the number of True Positives (TPs) and False Positives (FPs), this metric was chosen to represent a profit increase in churn retaining campaigns. As proposed by (Lee et al 2018), the profit can be calculated using an equation similar to Eq. 7, where CLV is the expected customer lifetime value, γ is the rate of retained players in the churn retaining campaign, and C is the campaign's cost.…”
Section: Experimental Protocol and Resultsmentioning
confidence: 99%
“…Since it consists of the number of True Positives (TPs) and False Positives (FPs), this metric was chosen to represent a profit increase in churn retaining campaigns. As proposed by (Lee et al 2018), the profit can be calculated using an equation similar to Eq. 7, where CLV is the expected customer lifetime value, γ is the rate of retained players in the churn retaining campaign, and C is the campaign's cost.…”
Section: Experimental Protocol and Resultsmentioning
confidence: 99%
“…Lee et al proposed a model that optimizes profit by predicting churn of loyal customers who provided a lot of profits for a long time in AION, it confirmed that this method is more cost-effective than performing the churn prediction from the entire users after applying to the actual game environment [14].…”
Section: Related Workmentioning
confidence: 96%
“…These numbers include players who quit before starting the game and therefore add up to 3184. Player retention and churn in online gaming is a complex problem [40], which has been shown to vary across user populations [41], [42]. We can only hypothesize which factors account for differences in observed churn between Asia and Europe, taking into consideration difference in popularity across game genres with greater acceptance of slower-paced and more exploratory games in Asia, as well as differences in escapism (a factor under 'immersion' [32]), or social achievement compared to social interaction.…”
Section: A Implementing the Campaignmentioning
confidence: 99%