更多游戏,更多游戏时间

Haochen Zhou
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引用次数: 0

摘要

全球电子游戏市场增长显著,2022年有31.98亿玩家创造了1968亿美元的收入。游戏公司必须了解他们的用户,保持他们的粘性,才能在这个市场取得成功。本文将探讨作为顶级游戏企业之一的Steam是否真正了解自己的用户。使用来自12393名在Steam上购买了20万款游戏的玩家一年的数据,我们进行了k-means聚类分析,以确定四种不同的用户类别。基于我们的发现,我们建议Steam可以提供个性化服务来提高用户粘性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
More Games, More Playtime
The global electronic gaming market has grown significantly, with 3.198 billion players generating a revenue of $196.8 billion in 2022. Gaming companies must understand their users and keep them engaged to succeed in this market. This article examines whether Steam, one of the top gaming enterprises, truly understands its users. Using one year's worth of data from 12393 players who made 200,000 purchases and played games on Steam, we conducted a k-means clustering analysis to identify four distinct user categories. Based on our findings, we suggest personalized services that Steam can offer to improve user stickiness.
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