• Title/Summary/Keyword: 유저이탈

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AI-based early detection to prevent user churn in MMORPG (MMORPG 게임의 이탈 유저에 대한 인공지능 기반 조기 탐지)

  • Minhyuk Lee;Sunwoo Park;Sunghwan Lee;Suin Kim;Yoonyoung Cho;Daesub Song;Moonyoung Lee;Yoonsuh Jung
    • The Korean Journal of Applied Statistics
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    • v.37 no.4
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    • pp.525-539
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    • 2024
  • Massive multiplayer online role playing game (MMORPG) is a common type of game these days. Predicting user churn in MMORPG is a crucial task. The retention rate of users is deeply associated with the lifespan and revenue of the service. If the churn of a specific user can be predicted in advance, targeted promotions can be used to encourage their stay. Therefore, not only the accuracy of churn prediction but also the speed at which signs of churn can be detected is important. In this paper, we propose methods to identify early signs of churn by utilizing the daily predicted user retention probabilities. We train various deep learning and machine learning models using log data and estimate user retention probabilities. By analyzing the change patterns in these probabilities, we provide empirical rules for early identification of users at high risk of churn. Performance evaluations confirm that our methodology is more effective at detecting high risk users than existing methods based on login days. Finally, we suggest novel methods for customized marketing strategies. For this purpose, we provide guidelines of the percentage of accessed users who are at risk of churn.

A Study on the Causes of User Leave in Online and Mobile Games (온라인과 모바일 게임에서 유저의 이탈 원인 연구)

  • Choi, Sol-Yee;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.195-197
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    • 2022
  • 일반적으로 게임에서는 유저의 과금이나 광고 시청 등으로 수익을 내기 때문에 게임을 플레이 하는 유저의 수는 곧 그 게임의 수익으로 이어진다. 그러므로 신규 유저의 유입뿐만 아니라 기존 유저의 이탈을 막는 것 또한 매우 중요하다. 유저의 이탈은 짧은 기간 동안 게임을 플레이 한 유저인지 아니면 매우 오래 플레이하고 과금까지 하던 충성고객인지를 가리지 않고 일어난다. 본 논문은 설문을 통해 온라인과 모바일 게임에서 유저의 이탈 경험과 이탈 원인에 대해서 조사하고 이에 따른 유저의 이탈 예방과 개선 방안을 제시한다.

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Churn Analysis of Maximum Level Users in Online Games (온라인 게임 내 최고 레벨 유저의 이탈 분석)

  • Park, Kunwoo;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.3
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    • pp.314-322
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    • 2017
  • In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.

Correlation Analysis between Game Bots and Churn using Access Record (Access Record를 활용한 게임 봇과 유저 이탈의 상관관계 분석)

  • Kim, Young Hwan;Yang, Seong Il;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.47-58
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    • 2018
  • Game bots distribute a large amount of goods or items used in a game, thereby lowering the value of game goods and items. Also, a large number of game bots hunt monsters and collect items, which hinders ordinary users from enjoying content normally. However, no research has been done on the type of user and the type of activity that the increase in bots specifically affects. Therefore, this study provides a practical implication to encourage users to use games by classifying types based on the game users' access data and analyzing the correlation with user departure due to the increase of bots.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A Study on User Perception and Countermeasures for Illegal Game Operation Incidents (게임의 부정운영 사건에 대한 사용자 인식과 대처방안 연구)

  • Kim, Min-Su;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.179-182
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    • 2021
  • 게임의 운영과 관련하여 부정 사건은 유저들의 이탈을 부르며 매출에 중요한 영향을 미친다. 이러한 사건 사고는 여러 가지 게임에서 발생하고 있으며 사건에 따라서 대처도 다르고 유저의 반응도 다르다. 본 논문에서는 온라인 게임에서 일어나는 사건 사고를 분석하고 유저의 동향을 파악하여 게임 운영과 관련하여 사건 사고가 발생했을 때 잘 대처하여 유저들에게 좋은 평가를 받고 사건의 피해를 최소화하며 유저들이 다시 게임에 돌아오도록 하기 위해 중요한 점이 무엇인지 제시하고자 한다.

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An Analysis of Game Strategy and User Behavior Pattern Using Big Data: Focused on Battlegrounds Game (빅데이터를 활용한 게임 전략 및 유저 행동 패턴 분석: 배틀그라운드 게임을 중심으로)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.27-36
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    • 2019
  • Approaches to find hidden values using various and enormous amount of data are on the rise. As big data processing becomes easier, companies directly collects data generated from users and analyzes as necessary to produce insights. User-based data are utilized to predict patterns of gameplay, in-game symptom, eventually enhancing gaming. Accordingly, in this study, we tried to analyze the gaming strategy and user activity patterns utilizing Battlegrounds in-game data to detect the in-game hack.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

A Proposal for the Application of Multi-Platform Convergence for Intellectual Property-Based Games (지식재산권 기반 게임의 융복합 멀티 플랫폼 활용 방안 제안)

  • Lee, Hyun-Ku;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.421-426
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    • 2020
  • The global game market is growing evenly across a variety of platforms, but in the Korean game market is a decline in growth rates on PC and mobile platforms, which account for more than 80% of the total Korean game market, which requires an alternative. In this study, propose a multi-platform launch of IP-based games as a way to increase the growth rate of the Korean game market. It has been analyzed that multi-platform launch methods can be divided into Stand-alone Multi-platform method, Interlocking multi-platform method, and Upgrade-interlinking Multi-platform method, respectively, and the effect of expanding, providing more satisfactory game play environment and preventing them from escaping to competitive games. Given the limited case analysis in this study, further studies are needed to propose more effective multi-platform utilization measures.