User Behavior Analysis for Predicting Churn of Loyal Customers in Online Games based on Social Relationships and Degree of Participation 


Vol. 45,  No. 11, pp. 1124-1134, Nov.  2018
10.5626/JOK.2018.45.11.1124


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  Abstract

Game users in MMORPGs engage in a variety of social activities. However, a few users tend to play games alone, and are designated ‘loners’ similar to modern society. We classified game guilds and game users based on similar user behaviors and community characteristics. We propose a model that predicts churn users by measuring the participation of users in each group. Users in each group show similar behavioral patterns, suggesting that we can classify churn users along with ordinary users. We tested this model for NCsoft’s MMORPG, Aion. Using Randomforest, the recall was measured at an average of 75%.


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  Cite this article

[IEEE Style]

E. Seo, J. Woo, H. K. Kim, "User Behavior Analysis for Predicting Churn of Loyal Customers in Online Games based on Social Relationships and Degree of Participation," Journal of KIISE, JOK, vol. 45, no. 11, pp. 1124-1134, 2018. DOI: 10.5626/JOK.2018.45.11.1124.


[ACM Style]

Eunbi Seo, Jiyoung Woo, and Huy Kang Kim. 2018. User Behavior Analysis for Predicting Churn of Loyal Customers in Online Games based on Social Relationships and Degree of Participation. Journal of KIISE, JOK, 45, 11, (2018), 1124-1134. DOI: 10.5626/JOK.2018.45.11.1124.


[KCI Style]

서은비, 우지영, 김휘강, "온라인 게임에서 사용자의 이탈 예측 및 이탈 사유 분석," 한국정보과학회 논문지, 제45권, 제11호, 1124~1134쪽, 2018. DOI: 10.5626/JOK.2018.45.11.1124.


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