CHURN TIME PREDICTION ON CASUAL GAME USER

Churn time prediction, or the time when user stops using a service, can be used as an information to plan churn prevention. On casual game X, churn time is defined as when user does not play game for 10 days in a row. To predict churn time, survival analysis which is mainly used to predict event tim...

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Main Author: Nurrahmah, Lathifah
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/43465
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:43465
spelling id-itb.:434652019-09-27T09:53:23ZCHURN TIME PREDICTION ON CASUAL GAME USER Nurrahmah, Lathifah Indonesia Final Project prediction, churn, survival analysis INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/43465 Churn time prediction, or the time when user stops using a service, can be used as an information to plan churn prevention. On casual game X, churn time is defined as when user does not play game for 10 days in a row. To predict churn time, survival analysis which is mainly used to predict event time, is used. This experiment used CRISP-DM as frame-work and users’ activity log as data source. The methods used are statistic method Cox, survival ensemble with conditional inference tree, SSVM, and Cox Neural Network. Experiment shows that the C-Index and IBS of survival ensemble with conditional inference tree have the best value out of the other methods, which is C-Index with 0.899 and IBS with 0.052. The mean of churn time prediction of the best model shows that users tend to stops playing game X after 6 days. From this information, game developer can plan how to prevent churn, such as weekly challenge. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Churn time prediction, or the time when user stops using a service, can be used as an information to plan churn prevention. On casual game X, churn time is defined as when user does not play game for 10 days in a row. To predict churn time, survival analysis which is mainly used to predict event time, is used. This experiment used CRISP-DM as frame-work and users’ activity log as data source. The methods used are statistic method Cox, survival ensemble with conditional inference tree, SSVM, and Cox Neural Network. Experiment shows that the C-Index and IBS of survival ensemble with conditional inference tree have the best value out of the other methods, which is C-Index with 0.899 and IBS with 0.052. The mean of churn time prediction of the best model shows that users tend to stops playing game X after 6 days. From this information, game developer can plan how to prevent churn, such as weekly challenge.
format Final Project
author Nurrahmah, Lathifah
spellingShingle Nurrahmah, Lathifah
CHURN TIME PREDICTION ON CASUAL GAME USER
author_facet Nurrahmah, Lathifah
author_sort Nurrahmah, Lathifah
title CHURN TIME PREDICTION ON CASUAL GAME USER
title_short CHURN TIME PREDICTION ON CASUAL GAME USER
title_full CHURN TIME PREDICTION ON CASUAL GAME USER
title_fullStr CHURN TIME PREDICTION ON CASUAL GAME USER
title_full_unstemmed CHURN TIME PREDICTION ON CASUAL GAME USER
title_sort churn time prediction on casual game user
url https://digilib.itb.ac.id/gdl/view/43465
_version_ 1821998886568329216