Churn Prediction in MMORPGs Using Player Motivation Theories and an Ensemble Approach
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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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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Big data for development: a review of promises and challenges
Hilbert, M. (2016) · Development Policy Review · doi:10.1111/dpr.12142 · Cited by 679 · see citing works
Predicting player churn in the wild
Hadiji, F., Sifa, R., Drachen, A., Thurau, C., Kersting, K., & Bauckhage, C. (2014) · 2014 IEEE Conference on Computational Intelligence and Games · doi:10.1109/cig.2014.6932876 · Cited by 154 · see citing works
A Survey on Churn Analysis in Various Business Domains
Ahn, J., Hwang, J., Kim, D., Choi, H., & Kang, S. (2020) · IEEE Access · doi:10.1109/access.2020.3042657 · Cited by 108 · see citing works
- 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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