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Predicting subscription renewal using binary classification in World of Warcraft
16 references·0 citing·42 second hop
Predicting subscription renewal using binary classification in World of Warcraft (2022)Predicting subscription renewal using bin…Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online Games (2019)Mining Player In-game Time Sp…A Data Analysis of Player in World of Warcraft Using Game Data Mining (2017)A Data Analysis of Player in …Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles (2016)Churn Prediction in Mobile So…A Comprehensive Taxonomy for Serious Games (2016)A Comprehensive Taxonomy for …Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach (2015)Churn Prediction in Online Ga…Predicting player churn in the wild (2014)Predicting player churn in th…Churn prediction for high-value players in casual social games (2014)Churn prediction for high-val…A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs) (2014)A dual identification framewo…Game Analytics (2013)Game AnalyticsChurn Prediction in MMORPGs Using Player Motivation Theories and an Ensemble Approach (2011)Churn Prediction in MMORPGs U…Serious games for health (2010)Serious games for healthOn prophesying online gamer departure (2009)On prophesying online gamer d…Churn Prediction in MMORPGs: A Social Influence Based Approach (2009)Churn Prediction in MMORPGs: …An analysis of WoW players' game hours (2008)An analysis of WoW players' g…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…A distributed architecture for multiplayer interactive applications on the Internet (1999)A distributed architecture fo…Predicting subscriber dissatisfaction and improving retention in the wireless telecommunications industry (2000)An LTV model and customer segmentation based on customer value: a case study on the wireless telecommunication industry (2003)A Survey on Churn Analysis in Various Business Domains (2020)Considerations for the design of exergames (2007)Playing for Real (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Personalized and Adaptive Serious Games (2016)How Gamification Affects Physical Activity (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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References

  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 1999A distributed architecture for multiplayer interactive applications on the Internet258 cited
  • 2013Game Analytics230 cited
  • 2010Serious games for health200 cited
  • 2009Churn Prediction in MMORPGs: A Social Influence Based Approach167 cited
  • 2014Predicting player churn in the wild160 cited
  • 2014Churn prediction for high-value players in casual social games147 cited
  • 2014A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)131 cited
  • 2016Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles107 cited
  • 2016A Comprehensive Taxonomy for Serious Games81 cited
  • 2008An analysis of WoW players' game hours61 cited
  • 2015Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach60 cited
  • 2011Churn Prediction in MMORPGs Using Player Motivation Theories and an Ensemble Approach58 cited
  • 2009On prophesying online gamer departure16 cited
  • 2019Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online Games

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16 cited
  • 2017A Data Analysis of Player in World of Warcraft Using Game Data Mining12 cited
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