Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain

João Felipe Humenhuk, L. Kummer, E. Paraiso
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引用次数: 1

Abstract

Churn can be interpreted as customer defection and can be considered one of the most critical challenges in the Game Analytics domain because of its impact on the game industry's profit. When predicting churn, the first step is defining what is considered churn, which can change depending on the players' behaviors and approaches. This work studied related works and revealed two recurrent issues in the labeling process: limitations on the adopted labeling approaches (1) and the static definition of churn (2). To mitigate the first issue, an individualized labeling approach was deployed. To address the second one, a novel evaluation method, based on the impact of a change in the churn definition, was proposed. This method allowed the proposition of two new labeling approaches, which were included in the analysis. By comparing the labeling approaches in two games using a profit perspective, it was identified that the new ones present statistically significant benefits compared to the traditional ones. Regarding the evaluation method, its usage can justify when the redefinition of churn and the classifier's retraining should happen to improve profit. The results are valuable for the game context, potentially extended to other contexts by delivering more reliable labels and more validated classification performance.
通过减少反复流失的标签问题来优化利润:来自游戏领域的分析
流失率可以解释为用户流失,可以被视为游戏分析领域最关键的挑战之一,因为它会影响游戏行业的利润。在预测流失率时,第一步是定义什么是流失率,这可以根据玩家的行为和方法而改变。这项工作研究了相关的工作,并揭示了标签过程中两个反复出现的问题:所采用的标签方法的局限性(1)和流失的静态定义(2)。为了缓解第一个问题,采用了个性化的标签方法。为了解决第二个问题,本文提出了一种新的评估方法,该方法基于客户流失定义变化的影响。这种方法允许提出两种新的标记方法,这包括在分析中。通过从利润角度比较两款游戏的标签方法,我们发现与传统方法相比,新方法在统计上具有显著的优势。关于评估方法,当客户流失的重新定义和分类器的再训练需要发生以提高利润时,它的使用是合理的。这些结果对于游戏情境是有价值的,通过提供更可靠的标签和更有效的分类性能,有可能扩展到其他情境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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