Whales, Dolphins, or Minnows? Towards the Player Clustering in Free Online Games Based on Purchasing Behavior via Data Mining Technique

被引:0
作者
Yang, Wanshan [1 ]
Yang, Gemeng [2 ]
Huang, Ting [2 ]
Chen, Lijun [1 ]
Liu, Youjian [3 ]
机构
[1] Univ Colorado, Dept Comp Sci, Boulder, CO 80309 USA
[2] Yoozoo Games, Dept Data Analyt, Shanghai, Peoples R China
[3] Univ Colorado, Dept Elect Comp & Energy Engn, Boulder, CO 80309 USA
来源
2018 IEEE INTERNATIONAL CONFERENCE ON BIG DATA (BIG DATA) | 2018年
关键词
Clustering; k-means clustering; player modeling; unsupervised learning; data mining; free-to-play games; online games;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The free online game market is one of the fastest growing and most profitable markets in the electronic game industry. In order to improve players' gaming experience and increase revenue, game data analytics is usually applied to support game development, in-game event design, and game operation. In particular, the game companies strive to understand and characterize the players' buying power and design marketing strategies or incentives accordingly to increase their revenues. In this paper, we propose a novel algorithm to perform player clustering into the groups of high spenders (whales), moderate spenders (dolphins), and low spenders (minnows) based on the players' purchase records via data mining technique. Evaluations including an A/B test with a typical popular free online game show that our proposed algorithm can effectively cluster the players in terms of their purchasing behavior and the game companies can benefit from our algorithm.
引用
收藏
页码:4101 / 4108
页数:8
相关论文
共 26 条
[1]  
Allart T., 2016, P IEEE COMP INT GAM, P1, DOI DOI 10.1109/CIG.2016.7860421
[2]  
[Anonymous], PREDICTING PLAYER CH
[3]  
[Anonymous], 2016, 2016 IEEE C COMPUTAT, DOI DOI 10.1109/CIG.2016.7860431
[4]  
Bertens Paul, 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG), P33, DOI 10.1109/CIG.2017.8080412
[5]  
Brown, 1956, EXPONENTIAL SMOOTHIN
[6]  
Drachen A., 2016, ARXIV160703202CSSTAT
[7]  
Drachen A., 2016, 2016 IEEE C COMP INT, P1, DOI [10.1109/CIG.2016.7860423, DOI 10.1109/CIG.2016.7860423]
[8]  
Drachen A., 2013, GAME DATA MINING GAM, P205, DOI [10.1007/978-1-4471-4769-5_12, DOI 10.1007/978-1-4471-4769-5_12]
[9]   RFM and CLV: Using iso-value curves for customer base analysis [J].
Fader, PS ;
Hardie, BGS ;
Lee, KL .
JOURNAL OF MARKETING RESEARCH, 2005, 42 (04) :415-430
[10]  
Farooq SS, 2015, IEEE CONF COMPU INTE, P548, DOI 10.1109/CIG.2015.7317895