TY - JOUR
T1 - Profit optimizing churn prediction for long-term loyal customers in online games
AU - Lee, Eunjo
AU - Kim, Boram
AU - Kang, Sungwook
AU - Kang, Byungsoo
AU - Jang, Yoonjae
AU - Kim, Huy Kang
N1 - Funding Information:
Manuscript received August 29, 2017; revised January 18, 2018 and June 23, 2018; accepted September 13, 2018. Date of publication October 8, 2018; date of current version March 17, 2020. This research is partially supported by NCSOFT. (Corresponding author: Eunjo Lee.) E. Lee, B. Kim, S. Kang, B. Kang, and Y. Jang are with the Data Analysis and Modeling Team, NCSOFT, Seongnam 13494, South Korea (e-mail:, gimmesilver@ncsoft.com; sweetieally@gmail.com; swkang@ncsoft. com; bsoo414@gmail.com; yoonjaej@gmail.com).
Publisher Copyright:
© 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See https://www.ieee.org/publications/rights/index.html for more information.
PY - 2020/3
Y1 - 2020/3
N2 - To successfully operate online games, gaming companies are introducing the systematic customer relationship management model. Particularly, churn analysis is one of the most important issues, because preventing a customer from churning is often more cost-efficient than acquiring a new customer. Churn prediction models should, thus, consider maximizing not only accuracy but also the expected profit derived from the churn prevention. We, thus, propose a churn prediction method for optimizing profit consisting of two main steps: first, selecting prediction target, second, tuning threshold of the model. In online games, the distribution of a user's customer lifetime value is very biased that a few users contribute to most of the sales, and most of the churners are no-paying users. Consequently, it is cost-effective to focus on churn prediction to loyal customers who have sufficient benefits. Furthermore, it is more profitable to adjust the threshold of the prediction model so that the expected profit is maximized rather than maximizing the accuracy. We applied the proposed method to real-world online game service, Aion, one of the most popular online games in South Korea, and then show that our method has more cost-effectiveness than the prediction model for total users when the campaign cost and the conversion rate are considered.
AB - To successfully operate online games, gaming companies are introducing the systematic customer relationship management model. Particularly, churn analysis is one of the most important issues, because preventing a customer from churning is often more cost-efficient than acquiring a new customer. Churn prediction models should, thus, consider maximizing not only accuracy but also the expected profit derived from the churn prevention. We, thus, propose a churn prediction method for optimizing profit consisting of two main steps: first, selecting prediction target, second, tuning threshold of the model. In online games, the distribution of a user's customer lifetime value is very biased that a few users contribute to most of the sales, and most of the churners are no-paying users. Consequently, it is cost-effective to focus on churn prediction to loyal customers who have sufficient benefits. Furthermore, it is more profitable to adjust the threshold of the prediction model so that the expected profit is maximized rather than maximizing the accuracy. We applied the proposed method to real-world online game service, Aion, one of the most popular online games in South Korea, and then show that our method has more cost-effectiveness than the prediction model for total users when the campaign cost and the conversion rate are considered.
KW - Churn prediction
KW - Cost-benefit analysis
KW - Customer lifetime value
KW - Data mining
KW - Game analytics
UR - http://www.scopus.com/inward/record.url?scp=85072077089&partnerID=8YFLogxK
U2 - 10.1109/TG.2018.2871215
DO - 10.1109/TG.2018.2871215
M3 - Article
AN - SCOPUS:85072077089
SN - 2475-1502
VL - 12
SP - 41
EP - 53
JO - IEEE Transactions on Games
JF - IEEE Transactions on Games
IS - 1
M1 - 2871215
ER -