Predicting Time of Purchase in Games with Microtransactions
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F16%3A00301375" target="_blank" >RIV/68407700:21230/16:00301375 - isvavai.cz</a>
Result on the web
—
DOI - Digital Object Identifier
—
Alternative languages
Result language
angličtina
Original language name
Predicting Time of Purchase in Games with Microtransactions
Original language description
This paper focuses on predicting player behaviour in two-player games with microtransactions. Typically the games are for free and companies generate their revenue by selling in-game goods. We focus on modeling the recommendation system techniques in a novel way, predicting the time of purchases rather than the most likely product to be purchased. The player model is based on in-game signals, such as players success, curiosity, social interactions etc. We had access to a Pool Live Tour game dataset made by Geewa. We created a model based on regressing the time before purchase using machine learning. We report promising results in predicting the time of purchase events.
Czech name
—
Czech description
—
Classification
Type
D - Article in proceedings
CEP classification
JC - Computer hardware and software
OECD FORD branch
—
Result continuities
Project
—
Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2016
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
Proceedings of the 20th International Scientific Student Conferenece POSTER 2016
ISBN
978-80-01-05950-0
ISSN
—
e-ISSN
—
Number of pages
5
Pages from-to
1-5
Publisher name
Czech Technical University in Prague
Place of publication
Praha
Event location
Praha
Event date
May 24, 2016
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
—