Cited by 58Customer churn and segmentationDigital Games and MediaOnline Learning and Analytics

Churn Prediction in MMORPGs Using Player Motivation Theories and an Ensemble Approach

Borbora, Zoheb, Srivastava, Jaideep, Hsu, Kuo-Wei, Williams, Dmitri·2011·2011 IEEE Third Int'l Conference on Privacy, Security, Risk and Trust and 2011 IEEE Third Int'l Conference on Social Computing

Abstract

In this paper, we investigate the problem of churn prediction in Massively multiplayer online role-playing games (MMORPGs) from a social science perspective and develop models incorporating theories of player motivation. The ability to predict player churn can be a valuable resource to game developers designing customer retention strategies. The results from our theory-driven model significantly outperform a diffusion-based churn prediction model on the same dataset. We describe the synthesis between a theory-driven approach and a data-driven approach to a problem and examine the trade-offs involved between the two approaches in terms of prediction accuracy, interpretability and model complexity. We observe that even though the theory-driven model is not as accurate as the data-driven one, the theory-driven model itself can be more interpretable to the domain experts and hence, more preferable over a complex data-driven model. We perform lift analysis of the two models and find that if a marketing effort is restricted in the number of customers it can contact, the theory-driven model would offer much better return-on-investment by identifying more customers among that restricted set who have the highest probability of churn. Finally, we use a clustering technique to partition the dataset and then build an ensemble on the partitioned dataset for better performance. Experiment results show that the ensemble performs notably better than the single classifier in terms of its reca…

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Crossref · 10.1109/passat/socialcom.2011.122

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  • Sifa et al. improved performance by using a semi-supervised learning technique since there was no sufficient data to solve prediction problems.

    “Sifa, Rafet, et al. (2015) improved performance by using a semi-supervised learning technique since there was no sufficient data to solve prediction problems [52].”

    From A Survey on Churn Analysis in Various Business Domains (2020) · cites this paper as [52]

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Authors
Borbora, Z., Srivastava, J., Hsu, K.-W., & Williams, D.
Affiliations
  • University of Minnesota (US)
  • National Chengchi University (TW)
  • University of Southern California (US)
Venue
2011 IEEE Third Int'l Conference on Privacy, Security, Risk and Trust and 2011 IEEE Third Int'l Conference on Social Computing
Publisher
IEEE
Published
2011-10
Pages
157-164
OpenAlex
W2067225096
Cited by
58
References
0
Citations by year
2025: 2 · 2024: 4 · 2023: 5 · 2022: 3 · 2021: 3 · 2020: 3 · 2019: 6 · 2018: 7 · 2017: 6 · 2016: 4 · 2015: 4 · 2014: 4 · 2013: 4 · 2012: 3
FWCI
20.29
Type
conference paper
Language
en
Open access
closed
Locations
International Conference on Social Computing (publishedVersion)
Funders
Air Force Research Laboratory
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
MMORPG, customer retention, data-driven modeling, ensemble learning, clustering, market targeting, interpretability

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