论文标题

玩家流失的时间序列方法和电子游戏中的转换

A Time Series Approach To Player Churn and Conversion in Videogames

论文作者

del Río, Ana Fernández, Guitart, Anna, Periáñez, África

论文摘要

免费游戏的玩家分为三个主要组:非付费活跃用户,向活跃的用户付费和不活跃的用户。然后,使用状态时空序列方法来对不同组之间的每日转换率进行建模,即从一个组过渡到另一组的概率。这不仅允许预测这些速率的发展方式,还可以更深入地了解游戏中的计划和日历效应所产生的影响。这项工作也用于检测营销和促销活动,涉及没有信息。特别是,考虑并比较了两种不同的状态空间公式:在两种情况下,都有线性回归到解释性变量的情况下,自回归的集成移动平均过程和未观察到的组件方法。两者都对协变量参数产生非常紧密的估计,从而产生大多数过渡速率的性能相似的预测。尽管未观察到的组件方法更强大,并且在模型定义方面需要较少的人类干预,但对于非付费用户放弃概率的预测会明显较差。更重要的是,它也无法检测出合理的营销和促销活动。

Players of a free-to-play game are divided into three main groups: non-paying active users, paying active users and inactive users. A State Space time series approach is then used to model the daily conversion rates between the different groups, i.e., the probability of transitioning from one group to another. This allows, not only for predictions on how these rates are to evolve, but also for a deeper understanding of the impact that in-game planning and calendar effects have. It is also used in this work for the detection of marketing and promotion campaigns about which no information is available. In particular, two different State Space formulations are considered and compared: an Autoregressive Integrated Moving Average process and an Unobserved Components approach, in both cases with a linear regression to explanatory variables. Both yield very close estimations for covariate parameters, producing forecasts with similar performances for most transition rates. While the Unobserved Components approach is more robust and needs less human intervention in regards to model definition, it produces significantly worse forecasts for non-paying user abandonment probability. More critically, it also fails to detect a plausible marketing and promotion campaign scenario.

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