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<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/"><rdf:Description rdf:about="https://repozitorij.uni-lj.si/IzpisGradiva.php?id=124377"><dc:title>Extended RFM logit model for churn prediction in the mobile gaming market</dc:title><dc:creator>Perišić,	Ana	(Avtor)
	</dc:creator><dc:creator>Pahor,	Marko	(Avtor)
	</dc:creator><dc:subject>operations research</dc:subject><dc:subject>mobile telephony</dc:subject><dc:subject>games</dc:subject><dc:subject>models</dc:subject><dc:description>As markets are becoming increasingly saturated, many businesses are shifting their focus to customer retention. In their need to understand and predict future customer behavior, businesses across sectors are adopting data-driven business intelligence to deal with churn prediction. A good example of this approach to retention management is the mobile game industry. This business sector usually relies on a considerable amount of behavioral telemetry data that allows them to understand how users interact with games. This high-resolution information enables game companies to develop and adopt accurate models for detecting customers with a high attrition propensity. This paper focuses on building a churn prediction model for the mobile gaming market by utilizing logistic regression analysis in the extended recency, frequency and monetary (RFM) framework. The model relies on a large set of raw telemetry data that was transformed into interpretable game-independent features. Robust statistical measures and dominance analysis were applied in order to assess feature importance. Established features are used to develop a logistic model for churn prediction and to classify potential churners in a population of users, regardless of their lifetime.</dc:description><dc:date>2020</dc:date><dc:date>2021-01-19 14:45:56</dc:date><dc:type>Članek v reviji</dc:type><dc:identifier>124377</dc:identifier><dc:language>sl</dc:language></rdf:Description></rdf:RDF>
