游戏玩法分析用于衡量手机免费游戏的营销效果

Tuang Dheandhanoo, Sittichai Theppaitoon, Pisal Setthawong
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引用次数: 6

摘要

Dummy - Online是泰国最受欢迎的手机免费纸牌游戏。部分原因是,自2012年游戏问世以来,营销团队已经为游戏创造了许多成功的营销活动。尽管已经开展了许多营销活动,但发行商却未能有效分析营销活动对用户基础及其游戏行为的影响。为了解决这个问题,我们进行了一项联合研究,旨在利用游戏参数的数据分析来解决这个问题。通过比较《Dummy - Online》在活动前、活动期间和活动后的游戏玩法参数,我们使用数据分析方法探索了《Dummy - Online》营销活动的有效性。使用k均值聚类创建用户类型分割,并与预定义的用户类型进行比较。根据调查结果,为出版商提供了一些建议,以帮助他们提高未来营销活动的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game play analytics to measure the effect of marketing on mobile Free-To-Play games
Dummy - Online is the most popular mobile Free-To-Play (F2P) card game in Thailand. Part of the reason is that the marketing team has created many successful marketing campaigns for the game since its inception in 2012. Though there had been many marketing campaigns, the publisher has not been able to effectively analyze the impact of marketing campaigns to the userbase and their gameplay behaviors. To deal with that, a joint study was created in which aims to utilize data analytics of gameplay metrics to address the issue. A case study was implemented by using a data analytic approach to explore the effectiveness of the marketing campaign for Dummy - Online by comparing the gameplay metrics between the pre-campaign, campaign period, and post-campaign period. K-mean clustering was used to create user-type segmentation and compared with the pre-defined user-types. Based on the results, a number of recommendations were provided for the publisher to help improve the effectiveness of future marketing campaigns.
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