How players lose interest in playing a game: An empirical study based on distributions of total playing times

C. Bauckhage, K. Kersting, R. Sifa, Christian Thurau, Anders Drachen, Alessandro Canossa
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引用次数: 98

Abstract

Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players have played these games and apply techniques from lifetime analysis to identify common patterns. In all five cases, we find that the Weibull distribution gives a good account of the statistics of total playing times. This implies that an average player's interest in playing one of the games considered evolves according to a non-homogeneous Poisson process. Therefore, given data on the initial playtime behavior of the players of a game, it becomes possible to predict when they stop playing.
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玩家如何失去对游戏的兴趣:基于总游戏时间分布的实证研究
分析电脑游戏中玩家行为的遥测数据是工业界和研究界越来越感兴趣的话题。当应用于游戏遥测数据时,模式识别和统计分析为游戏开发提供了有价值的商业智能工具。这一领域的一个重要问题是描述玩家在游戏中的粘性是如何随着时间的推移而演变的。可靠的模型非常重要,因为它们能够帮助我们评估游戏产品的长期成功,并估算出玩家在游戏中持续活跃的时间。在本文中,我们将随机过程理论的方法引入到游戏数据挖掘中,以得出关于玩家粘性的推论。我们从5款不同的动作冒险和射击游戏中提取了大量样本(超过25万玩家)的行为遥测数据,从中提取出个体玩家玩这些游戏的时间,并运用终身分析技术来识别共同模式。在这五种情况下,我们发现威布尔分布很好地说明了总比赛时间的统计数据。这意味着普通玩家对游戏的兴趣是根据非同质泊松过程发展的。因此,基于玩家最初游戏行为的数据,我们便能够预测他们何时会停止游戏。
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