Cited by 154Customer churn and segmentationDigital Games and MediaOnline Learning and Analytics

Predicting player churn in the wild

Hadiji, Fabian, Sifa, Rafet, Drachen, Anders, Thurau, Christian, Kersting, Kristian, Bauckhage, Christian·2014·2014 IEEE Conference on Computational Intelligence and Games

Abstract

Free-to-Play or “freemium” games represent a fundamental shift in the business models of the game industry, facilitated by the increasing use of online distribution platforms and the introduction of increasingly powerful mobile platforms. The ability of a game development company to analyze and derive insights from behavioral telemetry is crucial to the success of these games which rely on in-game purchases and in-game advertising to generate revenue, and for the company to remain competitive in a global marketplace. The ability to model, understand and predict future player behavior has a crucial value, allowing developers to obtain data-driven insights to inform design, development and marketing strategies. One of the key challenges is modeling and predicting player churn. This paper presents the first cross-game study of churn prediction in Free-to-Play games. Churn in games is discussed and thoroughly defined as a formal problem, aligning with industry standards. Furthermore, a range of features which are generic to games are defined and evaluated for their usefulness in predicting player churn, e.g. playtime, session length and session intervals. Using these behavioral features, combined with the individual retention model for each game in the dataset used, we develop a broadly applicable churn prediction model, which does not rely on game-design specific features. The presented classifiers are applied on a dataset covering five free-to-play games resulting in high accuracy churn prediction.

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Registry

Crossref · 10.1109/cig.2014.6932876

Cites

27 of 27 references verified0 citation errors · 0 not checkable

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  • By multiplying the number of customers planning to churn by the incentive cost, the cost of business loss that can incur when the customers are not retained can be calculated through the churn prediction model.

    “In addition, by multiplying the number of customers planning to churn by the incentive cost to be provided to those customers, the cost of business loss that can incur when the customers are not retained can be calculated through the churn prediction model [45] [53].”

    From A Survey on Churn Analysis in Various Business Domains (2020) · cites this paper as [53]

Cites

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Research works printed but not linked: 1

  1. luton, 2013, Free-to-play Making Money from Games You Give Away

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Authors
Hadiji, F., Sifa, R., Drachen, A., Thurau, C., Kersting, K., & Bauckhage, C.
Affiliations
  • TU Dortmund University (DE)
  • Fraunhofer Institute for Intelligent Analysis and Information Systems (DE)
  • Game Analytics, Berlin, Germany
Venue
2014 IEEE Conference on Computational Intelligence and Games
Publisher
IEEE
Published
2014-08
Pages
1-8
OpenAlex
W2003528492
Cited by
154
References
27
Citations by year
2026: 3 · 2025: 10 · 2024: 8 · 2023: 12 · 2022: 7 · 2021: 18 · 2020: 17 · 2019: 18 · 2018: 21 · 2017: 14 · 2016: 14 · 2015: 10 · 2014: 2
FWCI
54.89
Type
conference paper
Language
en
Open access
closed
Locations
  • IEEE Conference on Computational Intelligence and Games (CIG) (publishedVersion)
  • Publikationsdatenbank der Fraunhofer-Gesellschaft (Fraunhofer-Gesellschaft) (submittedVersion)
  • Fraunhofer-Publica (Fraunhofer-Gesellschaft) (submittedVersion)
  • VBN Forskningsportal (Aalborg Universitet) (submittedVersion)
  • University of Southern Denmark Research Portal (University of Southern Denmark) (submittedVersion)
Topics
  • Social Sciences › Business, Management and Accounting › Marketing › Customer churn and segmentation
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
free-to-play games, player retention, behavioral telemetry, in-game purchases, session duration, video game industry

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