Understanding Gamer Retention in Social Games using Aggregate DAU and MAU data: A Bayesian Data Augmentation Approach

نویسندگان

  • Sam K. Hui
  • Yuzhou Liu
چکیده

With an estimated market size of over $6 billion in 2011, “social” games (games played over social networks such as Facebook or Google+) have become increasingly popular recently. Understanding gamer retention and churn is important for game developers, as retention rate is a key input to gamer lifetime value. However, as individual-level data on gaming behavior are not publicly available, developers generally rely on only aggregate statistics such as DAU (daily active users) and MAU (monthly active users), and compute ad hoc metrics such as the DAU/MAU ratio to assess retention rate, often resulting in very inaccurate estimates. I propose a Bayesian approach to estimate retention rates of social games using only aggregate DAU and MAU data. The proposed method is based on a BG/BB model (Fader et al. 2010) at the individual level in conjunction with a data augmentation approach to estimate the model parameters. After validating the performance of the proposed method through a simulation study, I apply the proposed approach to a sample of 379 social games. I find that the average 1-day and 7-day retention rates for new players across games are 59.0% and 10.5%, respectively. Further, my results suggest that the median break-even acquisition cost per gamer is about 13.1 cents. In addition, giving out a “daily bonus” or limiting the amount of time that gamers can play each day may increase 1-day retention rate by 6.3% and 6.9%, respectively.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Bayesian Analysis of Censored Spatial Data Based on a Non-Gaussian Model

Abstract: In this paper, we suggest using a skew Gaussian-log Gaussian model for the analysis of spatial censored data from a Bayesian point of view. This approach furnishes an extension of the skew log Gaussian model to accommodate to both skewness and heavy tails and also censored data. All of the characteristics mentioned are three pervasive features of spatial data. We utilize data augme...

متن کامل

The Analysis of Bayesian Probit Regression of Binary and Polychotomous Response Data

The goal of this study is to introduce a statistical method regarding the analysis of specific latent data for regression analysis of the discrete data and to build a relation between a probit regression model (related to the discrete response) and normal linear regression model (related to the latent data of continuous response). This method provides precise inferences on binary and multinomia...

متن کامل

Robust Opponent Modeling in Real-Time Strategy Games using Bayesian Networks

Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...

متن کامل

A Bayesian Nominal Regression Model with Random Effects for Analysing Tehran Labor Force Survey Data

Large survey data are often accompanied by sampling weights that reflect the inequality probabilities for selecting samples in complex sampling. Sampling weights act as an expansion factor that, by scaling the subjects, turns the sample into a representative of the community. The quasi-maximum likelihood method is one of the approaches for considering sampling weights in the frequentist framewo...

متن کامل

Assessment of Children’s Experiences of Playing Computer Games: A Phenomenological Approach

Introduction:  Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phe...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013