• Title/Summary/Keyword: game analytics

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AI-based early detection to prevent user churn in MMORPG (MMORPG 게임의 이탈 유저에 대한 인공지능 기반 조기 탐지)

  • Minhyuk Lee;Sunwoo Park;Sunghwan Lee;Suin Kim;Yoonyoung Cho;Daesub Song;Moonyoung Lee;Yoonsuh Jung
    • The Korean Journal of Applied Statistics
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    • v.37 no.4
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    • pp.525-539
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    • 2024
  • Massive multiplayer online role playing game (MMORPG) is a common type of game these days. Predicting user churn in MMORPG is a crucial task. The retention rate of users is deeply associated with the lifespan and revenue of the service. If the churn of a specific user can be predicted in advance, targeted promotions can be used to encourage their stay. Therefore, not only the accuracy of churn prediction but also the speed at which signs of churn can be detected is important. In this paper, we propose methods to identify early signs of churn by utilizing the daily predicted user retention probabilities. We train various deep learning and machine learning models using log data and estimate user retention probabilities. By analyzing the change patterns in these probabilities, we provide empirical rules for early identification of users at high risk of churn. Performance evaluations confirm that our methodology is more effective at detecting high risk users than existing methods based on login days. Finally, we suggest novel methods for customized marketing strategies. For this purpose, we provide guidelines of the percentage of accessed users who are at risk of churn.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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A Visual Analytics System for Analyzing Social Networking Patterns among Microbloggers (마이크로블로그 사용자의 소셜 네트워킹 패턴 분석 및 가시화 시스템)

  • Koo, Yun-Mo;Lee, Jeong-Jin;Seo, Jin-Wook
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.77-86
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    • 2012
  • In recent years, micro-blogging services such as 'Twitter' and 'Me2day' have rapidly become major social networking services. However, it is difficult to grasp the relationship between a user and his/her friends in these micro-blogging services because they simply list messages between them in chronological order. In this paper, we propose a visual analytics system that can help the user intuitively understand relationships with their friends on micro-blogging services by enabling them to analyze the messages quantitatively, qualitatively and temporally. In the visual analytics system, we also present a tool to provide the user with valuable advices after classifying the changing relation patterns with his/her friends, which in turn contributes to improving relationships with friends. The proposed system was successfully implemented as smartphone applications to show its potential to be a tool for analyses and improvement of social relations in micro-blogging services.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

Mobile Game Analytics Technology Trends (모바일 게임 분석 기술 동향)

  • Lee, S.K.;Jang, S.H.;Yang, S.I.
    • Electronics and Telecommunications Trends
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    • v.32 no.4
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    • pp.96-103
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    • 2017
  • 최근 모바일 게임 산업에서는 게임 이용 중 게임 내 필요한 아이템을 별도로 구매하는 부분 유료화 비즈니스 모델이 지속해서 성장하고 있다. 부분 유료화 게임은 이용자 측면에서 접근성이 용이하며, 게임 제공자 측면에서는 구매를 유도하는 방법들이 고도화되었다. 인기게임의 경우 부분 유료화로 인한 수입이 지속적으로 증가하고 있다. 본고에서는 모바일 부분 유료화 게임에 대해 게임 운영을 최적화하기 위한 기술들을 살펴보고자 한다. 먼저, 게임 현황 파악 및 분석을 위한 대표적인 게임운영지표 분석 솔루션들을 요약하고, 게임운영지표를 개선하기 위한 게임 이용자 행동예측 기술들을 소개한다. 또한, 최근 연구되고 있는 모바일 게임 분석 기술의 한계점을 돌아보고 향후 연구 방향에 관해 기술한다.

Analyzing the Performance of the South Korean Men's National Football Team Using Social Network Analysis: Focusing on the Manager Bento's Matches (사회연결망분석을 활용한 한국 남자축구대표팀 경기성과 분석: 벤투 감독 경기를 중심으로)

  • Yeonsik Jung;Eunkyung Kang;Sung-Byung Yang
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.241-262
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    • 2023
  • The phenomena and game records that occur in sports matches are being analyzed in the field of sports game analysis, utilizing advanced technologies and various scientific analysis methods. Among these methods, social network analysis is actively employed in analyzing pass networks. As football is a representative sport in which the game unfolds through player interactions, efforts are being made to provide new insights into the game using social network analysis, which were previously unattainable. Consequently, this study aims to analyze the changes in pass networks over time for a specific football team and compare them in different scenarios, including variations in the game's nature (Qatar World Cup games vs. A match games) and alterations in the opposing team (higher FIFA rankers vs. lower FIFA rankers). To elaborate, we selected ten matches from the games of the Korean national football team following Coach Bento's appointment, extracted network indicators for these matches, and applied four indicators (efficiency, cohesion, vulnerability, and activity/leadership) from a football team's performance evaluation model to the extracted data for analysis under different circumstances. The research findings revealed a significant increase in cohesion and a substantial decrease in vulnerability during the analysis of game performance over time. In the comparative analysis based on changes in the game's nature, Qatar World Cup matches exhibited superior performance across all aspects of the evaluation model compared to A matches. Lastly, in the comparative analysis considering the variations in the opposing team, matches against lower FIFA rankers displayed superior performance in all aspects of the evaluation model in comparison to matches against top FIFA rankers. We hope that the outcomes of this study can serve as essential foundational data for the selection of football team coaches and the development of game strategies, thereby contributing to the enhancement of the team's performance.

Social Big Data-based Co-occurrence Analysis of the Main Person's Characteristics and the Issues in the 2016 Rio Olympics Men's Soccer Games (소셜 빅데이터 기반 2016리우올림픽 축구 관련 이슈 및 인물에 대한 연관단어 분석)

  • Park, SungGeon;Lee, Soowon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.2
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    • pp.303-320
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    • 2017
  • This paper seeks to better understand the focal issues and persons related to Rio Olympic soccer games through social data science and analytics. This study collected its data from online news articles and comments specific to KOR during the Olympic football games. In order to investigate the public interests for each game and target persons, this study performed the co-occurrence words analysis. Then after, the study applied the NodeXL software to perform its visualization of the results. Through this application and process, the study found several major issues during the Rio Olympic men's football game including the following: the match between KOR and PIJ, KOR player Heungmin Son, commentator Young-Pyo Lee, sportscaster Woo-Jong Jo. The study also showed the general public opinion expressed positive words towards the South Korean national football team during the Rio Olympics, though there existed negative words as well. Furthermore the study revealed positive attitude towards the commentators and casters. In conclusion, the way to increase the public's interest in big sporting events can be achieved by providing the following: contents that include various professional sports analysis, a capable domain expert with thorough preparation, a commentator and/or caster with artistic sense as well as well-spoken, explanatory power and so on. Multidisciplinary research combined with sports science, social science, information technology and media can contribute to a wide range of theoretical studies and practical developments within the sports industry.