skip to main content
10.1145/3167918.3167937acmotherconferencesArticle/Chapter ViewAbstractPublication Pagesaus-cswConference Proceedingsconference-collections
research-article

Player retention in league of legends: a study using survival analysis

Published:29 January 2018Publication History

ABSTRACT

Multi-player online esports games are designed for extended durations of play, requiring substantial experience to master. Furthermore, esports game revenues are increasingly driven by in-game purchases. For esports companies, the trends in players leaving their games therefore not only provide information about potential problems in the user experience, but also impacts revenue. Being able to predict when players are about to leave the game - churn prediction - is therefore an important solution for companies in the rapidly growing esports sector, as this allows them to take action to remedy churn problems.

The objective of the work presented here is to understand the impact of specific behavioral characteristics on the likelihood of a player continuing to play the esports title League of Legends. Here, a solution to the problem is presented based on the application of survival analysis, using Mixed Effects Cox Regression, to predict player churn. Survival Analysis forms a useful approach for the churn prediction problem as it provides rates as well as an assessment of the characteristics of players who are at risk of leaving the game. Hazard rates are also presented for the leading indicators, with results showing that duration between matches played is a strong indicator of potential churn.

References

  1. Zoheb Borbora, Jaideep Srivastava, Kuo-Wei Hsu, and Dmitri Williams. 2011. Churn prediction in mmorpgs using player motivation theories and an ensemble approach. In Privacy, Security, Risk and Trust (PASSAT) and 2011 IEEE Third International Conference on Social Computing (SocialCom), 2011 IEEE Third International Conference on. IEEE, 157--164.Google ScholarGoogle Scholar
  2. Ionut Brandusoiu and Gavril Toderean. 2013. Churn prediction modeling in mobile telecommunications industry using decision trees. Journal of Computer Science and Control Systems 6, 1 (2013), 14.Google ScholarGoogle Scholar
  3. James Brightman. 2016. League of Legends generates 150m a month - SuperData. http://www.gamesindustry.biz/articles/2016-06-09-league-of-legends-generates-usd150m-a-month-superdata. (2016).Google ScholarGoogle Scholar
  4. Chris Chambers, Wu-chang Feng, Sambit Sahu, and Debanjan Saha. 2005. Measurement-based characterization of a collection of on-line games. In Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement. USENIX Association, 1--1. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Kristof Coussement and Koen W De Bock. 2013. Customer churn prediction in the online gambling industry: The beneficial effect of ensemble learning. Journal of Business Research 66, 9 (2013), 1629--1636.Google ScholarGoogle ScholarCross RefCross Ref
  6. David R Cox. 1992. Regression models and life-tables. In Breakthroughs in statistics. Springer, 527--541.Google ScholarGoogle Scholar
  7. Wu-chang Feng, David Brandt, and Debanjan Saha. 2007. A long-term study of a popular MMORPG. In Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games. ACM, 19--24. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. John Hadden, Ashutosh Tiwari, Rajkumar Roy, and Dymitr Ruta. 2007. Computer assisted customer churn management: State-of-the-art and future trends. Computers & Operations Research 34, 10 (2007), 2902--2917. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Fabian Hadiji, Rafet Sifa, Anders Drachen, Christian Thurau, Kristian Kersting, and Christian Bauckhage. 2014. Predicting player churn in the wild. In Computational intelligence and games (CIG), 2014 IEEE conference on. IEEE, 1--8.Google ScholarGoogle Scholar
  10. David W Hosmer Jr and Stanley Lemeshow. 1999. Applied survival analysis: regression modelling of time to event data (1999). Eur Orthodontic Soc (1999), 561--2. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Shin-Yuan Hung, David C Yen, and Hsiu-Yu Wang. 2006. Applying data mining to telecom churn management. Expert Systems with Applications 31, 3 (2006), 515--524.Google ScholarGoogle ScholarCross RefCross Ref
  12. Deborah Kaminski and Cheryl Geisler. 2012. Survival analysis of faculty retention in science and engineering by gender. Science 335, 6070 (2012), 864--866.Google ScholarGoogle ScholarCross RefCross Ref
  13. Edward L Kaplan and Paul Meier. 1958. Nonparametric estimation from incomplete observations. Journal of the American statistical association 53, 282 (1958), 457--481.Google ScholarGoogle ScholarCross RefCross Ref
  14. Jaya Kawale, Aditya Pal, and Jaideep Srivastava. 2009. Churn prediction in MMORPGs: A social influence based approach. In Computational Science and Engineering, 2009. CSE'09. International Conference on, Vol. 4. IEEE, 423--428. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. P Kollar. 2017. The Past, Present and Future of League of Legends Studio Riot Games, Polygon Platform, 2016. http://www.polygon.com/2016/9/13/12891656/the-past-present-and-future-of-league-of-legends-studio-riot-games. (2017).Google ScholarGoogle Scholar
  16. Junxiang Lu. 2002. Predicting customer churn in the telecommunications industry---An application of survival analysis modeling using SAS. SAS User Group International (SUGI27) Online Proceedings (2002), 114--27.Google ScholarGoogle Scholar
  17. M. Milosevic, N. Zivic, and I. Andjelkovic. 2017. Early churn prediction with personalized targeting in mobile social games. Expert Systems with Applications (2017).Google ScholarGoogle Scholar
  18. Guangli Nie, Wei Rowe, Lingling Zhang, Yingjie Tian, and Yong Shi. 2011. Credit card churn forecasting by logistic regression and decision tree. Expert Systems with Applications 38, 12 (2011), 15273--15285. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Noppon Prakannoppakun and Sukree Sinthupinyo. 2016. Skill rating method in multiplayer online battle arena. In Electronics, Computers and Artificial Intelligence (ECAI), 2016 8th International Conference on. IEEE, 1--6.Google ScholarGoogle Scholar
  20. Fred Reichheld. 2001. Prescription for cutting costs. Bain & Company. Boston: Harvard Business School Publishing (2001). http://www.bain.com/IMages/BB_Prescription_cutting_costs.pdfGoogle ScholarGoogle Scholar
  21. François Rioult, Jean-Philippe Métivier, Boris Helleu, Nicolas Scelles, and Christophe Durand. 2014. Mining tracks of competitive video games. AASRI Procedia 8 (2014), 82--87.Google ScholarGoogle ScholarCross RefCross Ref
  22. Samuli Ripatti and Juni Palmgren. 2000. Estimation of multivariate frailty models using penalized partial likelihood. Biometrics 56, 4 (2000), 1016--1022.Google ScholarGoogle ScholarCross RefCross Ref
  23. Julian Runge, Peng Gao, Florent Garcin, and Boi Faltings. 2014. Churn prediction for high-value players in casual social games. In Computational Intelligence and Games (CIG), 2014 IEEE Conference on. IEEE, 1--8.Google ScholarGoogle ScholarCross RefCross Ref
  24. David Schoenfeld. 1982. Partial residuals for the proportional hazards regression model. Biometrika 69, 1 (1982), 239--241.Google ScholarGoogle ScholarCross RefCross Ref
  25. Matthias Schubert, Anders Drachen, and Tobias Mahlmann. 2016. Esports analytics through encounter detection. In Proceedings of the MIT Sloan Sports Analytics Conference.Google ScholarGoogle Scholar
  26. Rafet Sifa, Christian Bauckhage, and Anders Drachen. 2014. The Playtime Principle: Large-scale cross-games interest modeling. In Computational Intelligence and Games (CIG), 2014 IEEE Conference on. IEEE, 1--8.Google ScholarGoogle ScholarCross RefCross Ref
  27. R. Sifa, F. Hadiji, J. Runge, A. Drachen, K. Kersting, and C. Bauckhage. 2015. Predicting Purchase Decisions in Mobile Free-to-Play Games. In Proc. of AAAI AIIDE.Google ScholarGoogle Scholar
  28. Adam Summerville, Michael Cook, and Ben Steenhuisen. 2016. Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 using Machine Learning. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference.Google ScholarGoogle Scholar
  29. Superdata. 2016. 2016 MMO and MOBA Games Market. (2016). https://www.superdataresearch.com/market-data/mmo-market/Google ScholarGoogle Scholar
  30. Superdata. 2016. Year in Review, December 2016. (2016). https://www.superdataresearch.com/market-data/market-brief-year-in-review/Google ScholarGoogle Scholar
  31. Superdata Research. 2017. European Esports Conference Brief (http://strivesponsorship.com/wp-content/uploads/2017/04/Superdata-2017-esports-market-brief.pdf). (2017). http://strivesponsorship.com/wp-content/uploads/2017/04/Superdata-2017-esports-market-brief.pdfGoogle ScholarGoogle Scholar
  32. Pin-Yun Tarng, Kuan-Ta Chen, and Polly Huang. 2009. On prophesying online gamer departure. In Proceedings of the 8th Annual Workshop on Network and Systems Support for Games. IEEE Press, 16. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Thanasis Vafeiadis, Konstantinos I Diamantaras, George Sarigiannidis, and K Ch Chatzisavvas. 2015. A comparison of machine learning techniques for customer churn prediction. Simulation Modelling Practice and Theory 55 (2015), 1--9.Google ScholarGoogle ScholarCross RefCross Ref
  34. Markus Viljanen, Antti Airola, Jukka Heikkonen, and Tapio Pahikkala. 2017. Playtime Measurement with Survival Analysis. arXiv preprint arXiv:1701.02359 (2017).Google ScholarGoogle Scholar
  35. Markus Viljanen, Antti Airola, Anne-Maarit Majanoja, Jukka Heikkonen, and Tapio Pahikkala. 2017. Measuring Player Retention and Monetization using the Mean Cumulative Function. arXiv preprint arXiv:1709.06737 (2017).Google ScholarGoogle Scholar
  36. Markus Viljanen, Antti Airola, Tapio Pahikkala, and Jukka Heikkonen. 2016. Modelling user retention in mobile games. In Computational Intelligence and Games (CIG), 2016 IEEE Conference on. IEEE, 1--8.Google ScholarGoogle ScholarCross RefCross Ref
  37. Huiwen Wang, Bang Xia, and Zhe Chen. 2015. Cultural Difference on Team Performance Between Chinese and Americans in Multiplayer Online Battle Arena Games. Springer International Publishing, Cham, 374--383.Google ScholarGoogle Scholar
  38. M. Wu, S. Xiong, and H. Iida. 2016. Fairness mechanism in multiplayer online battle arena games. In 2016 3rd International Conference on Systems and Informatics (ICSAI). 387--392.Google ScholarGoogle Scholar
  39. Hanting Xie, Sam Devlin, Daniel Kudenko, and Peter Cowling. 2015. Predicting Player Disengagement and First Purchase with Event-frequency Based Data Representation. In Proc. of CIG. Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Hong Zhang. 2008. Customer retention in the financial industry: An application of survival analysis. Ph.D. Dissertation. Purdue University.Google ScholarGoogle Scholar

Index Terms

  1. Player retention in league of legends: a study using survival analysis

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          ACSW '18: Proceedings of the Australasian Computer Science Week Multiconference
          January 2018
          404 pages
          ISBN:9781450354363
          DOI:10.1145/3167918

          Copyright © 2018 Owner/Author

          This work is licensed under a Creative Commons Attribution International 4.0 License.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 29 January 2018

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

          Acceptance Rates

          ACSW '18 Paper Acceptance Rate49of96submissions,51%Overall Acceptance Rate204of424submissions,48%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader