• DocumentCode
    2416022
  • Title

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

  • Author

    Bauckhage, Christian ; Kersting, Kristian ; Sifa, Rafet ; Thurau, Christian ; Drachen, Anders ; Canossa, Alessandro

  • Author_Institution
    Fraunhofer IAIS & the Univ. of Bonn, Bonn, Germany
  • fYear
    2012
  • fDate
    11-14 Sept. 2012
  • Firstpage
    139
  • Lastpage
    146
  • 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.
  • Keywords
    Weibull distribution; computer games; data mining; random processes; statistical analysis; stochastic processes; telemetry; Weibull distribution; behavioral telemetry data; business intelligence tools; computer games; game data mining; game development; game products; information extraction; lifetime analysis; non-homogeneous Poisson process; pattern recognition; random process theory; shooter games; statistical analysis; total playing times; Data mining; Games; Hidden Markov models; Industries; Mathematical model; Random processes; Telemetry;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2012 IEEE Conference on
  • Conference_Location
    Granada
  • Print_ISBN
    978-1-4673-1193-9
  • Electronic_ISBN
    978-1-4673-1192-2
  • Type

    conf

  • DOI
    10.1109/CIG.2012.6374148
  • Filename
    6374148