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Napovedovanje osipa porabnikov na trgu mobilnih aplikacij
ID Perišić, Ana (Author), ID Pahor, Marko (Mentor) More about this mentor... This link opens in a new window

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Abstract
Pričujoča disertacija je organizirana kot zbirka štirih posamezno objavljivih raziskovalnih člankov. Glavni cilj te disertacije je bil razviti celosten okvir za izdelavo modelov predvidevanja osipa strank za trg mobilnih iger. Prvi članek »Osip strank na področju mobilnih iger: določitev definicij osipa in merjenje podobnosti klasifikacij« naslavlja problem definicije osipa v nepogodbenih poslovnih nastavitvah in želi najti praktično in merljivo definicijo stranke, ki je odšla, na trgu mobilnih aplikacij, ki temelji na dejavnosti uporabnika ali njegovem sodelovanju. Drugi problem, obravnavan v prvem prispevku, je ocenjevanje podobnosti med definicijami osipa in skupinami opredelitve osipa. Metodologija za ocenjevanje podobnosti definicij osipa in skupin definicij osipa je predlagana po načelu, da so opredelitve, uporabljene na naboru uporabnikov, bolj podobne, če povzročajo več podobnih klasifikacij osipa. Podobnosti v definicijah osipa in ustreznih klasifikacijah se ovrednotijo z uporabo Jaccardovega koeficienta podobnosti in njegove k-adne formulacije. Primerjava podobnosti med definicijskimi skupinami je zahtevnejša naloga, za katero predlagamo spremenjeni 2-adni Jaccardov koeficient podobnosti, ki ga lahko, poleg klasifikacije, uporabimo na različnih področjih. Drugi članek »Okvir funkcij RFM-LIR za napovedovanje osipa v mobilnih igrah« se osredotoča na oblikovanje pomembnih funkcij in razumljivega okvira funkcij, ki je lahko koristen pri napovedovanju odliva strank na trgu mobilnih aplikacij. Ocenjujemo vrsto funkcij, neodvisnih od iger, ki temeljijo na surovih telemetričnih podatkih in ponujajo visoko razložljivost in zadovoljivo napovedno sposobnost. Razširjeni okvir funkcij za pregled, frekvenco in denarno vrednost (RFM) za predvidevanje osipa na področju mobilnih iger je vzpostavljen z vključitvijo funkcij, povezanih z življenjsko dobo uporabnika, intenzivnostjo in nagradami (RFM-LIR). Predlagani okvir funkcij se preveri z uporabo definicij, določenih v prvem prispevku, z raziskovanjem vedenjskih razlik med strankami, ki odhajajo in tistimi, ki ostajajo, znotraj ustaljenega okvira za različne definicije osipa in definicijske skupine z uporabo robustnih raziskovalnih metod in razvojem modelov enopredmetnega in večvariatnega napovedovanja osipa. Tretji članek »Izdelava RFM-LIR logit modela za napovedovanje osipa na trgu mobilnih iger« je osredotočen na izdelavo modela napovedovanja osipa v okviru funkcije, določenem v drugem članku, z uporabo logistične regresijske analize v razširjenem okviru RFM. V celotni analizi se poleg glavnega problema vzpostavljanja modela napovedovanja osipa loteva več pogostih vprašanj pri klasifikaciji osipa: problem konstruiranja pomembnih lastnosti na podlagi surovih telemetrijskih podatkov, obdelava redkih podatkov, ocenjevanje pomembnosti lastnosti v logit modelu, izdelava napovednega modela z neuravnoteženimi nabori podatkov in ocenjevanje ustreznosti modela. Cilj četrtega prispevka „Grupiranje mešanih podatkov o vedenju igralcev za predvidevanje osipa“ je segmentacija uporabnikov za trg mobilnih iger kot sestavnega dela upravljanja zadrževanja strank. Osredotoča se na združevanje podatkov o vedenju uporabnikov za modeliranje napovedi osipa na trgu mobilnih iger in oblikovanje merila razdalje, ki omogoča hkratno obdelavo kategoričnih in kvantitativnih podatkov. Problem iskanja ustrezne mere razdalje za podatke mešanega tipa z neuravnoteženimi kategoričnimi značilnostmi in zelo asimetričnimi numeričnimi značilnostmi rešujemo z uporabo spremenjenega Gowerjevega koeficienta. Za numerične značilnosti se razdalje izračunajo z uporabo spremenjene vinsorzirane Huberjeve izgube, medtem ko za kategorične značilnosti vključimo merilo razdalje, ki temelji na spremenljivi entropiji. Nadalje ta članek raziskuje potencial segmentacije kupcev kot sestavnega dela modeliranja napovedi osipa v spletnih igrah, ki se operacionalizira z uporabo predlagane metode združevanja v resničnem naboru podatkov, ki vsebuje podatke mešanega tipa, ki izvirajo iz priložnostne mobilne igre. Metodologije, razvite v predstavljenih prispevkih, so preverjene na resničnem naboru podatkov, ki izvira iz freemium mobilne igre, ki jo je razvilo podjetje Nanobit, kar nadalje ilustrira razvito metodologijo in njene aplikacije v resničnih problemih. Nanobit je eden najuspešnejših svetovnih proizvajalcev in je specializiran za razvoj in dostavo mobilnih aplikacij in iger za mednarodni trg.

Language:Slovenian
Keywords:napoved osipa, mobilne igre, vedenje uporabnikov, telemetrija
Work type:Doctoral dissertation
Organization:EF - School of Economics and Business
Year:2021
PID:20.500.12556/RUL-133055 This link opens in a new window
Publication date in RUL:10.11.2021
Views:648
Downloads:125
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Secondary language

Language:English
Title:Customer churn prediction modelling in mobile applications market
Abstract:
This thesis is organized as a collection of. four individually publishable research papers. The main goal of this thesis was to develop a comprehensible framework for building churn prediction models for the mobile games market. The first paper “Churn in the mobile gaming field: establishing churn definitions and measuring classification similarities” raises the problem of churn definition statement in non-contractual business settings and aims to find a practical and measurable definition of the churner in the mobile application market relying on user activity or user engagement. The second problem addressed in the first paper is evaluating similarities between churn definitions and churn definition groups. The methodology for evaluating similarity of churn definitions and churn definition groups is proposed following the principle that definitions applied on a set of users are more similar if they induce more similar churn classifications. Similarities in churn definitions and corresponding classifications are evaluated by applying the Jaccard similarity coefficient and its k-adic formulation. Comparing similarities between definition groups is a more challenging task for which we propose a modified 2-adic Jaccard similarity coefficient that can be applied in different fields, beyond just churn classification. The second paper “RFM-LIR feature framework for churn prediction in mobile games” focuses on the construction of meaningful features and a comprehensible feature framework that can be useful in predicting customer churn in the mobile application market. We evaluate a range of game independent features established from the raw telemetry data offering high interpretability and satisfactory predictive ability. An extended Recency, Frequency, and Monetary value (RFM) feature framework for churn prediction in the mobile gaming field is established by incorporating features related to user Lifetime, Intensity and Rewards (RFM-LIR). The proposed feature framework is verified by applying definitions established in the first paper by exploring behavioral differences between churners and non-churners within the established framework for different churn definitions and definition groups by applying robust exploratory methods and developing univariate and multivariate churn prediction models. The third paper “Building the RFM-LIR logit model for churn prediction in the mobile gaming market” is concentrated on building the churn prediction model within the feature framework established in the second paper by utilizing logistic regression analysis in the extended RFM framework. Throughout the analysis, besides the main problem of establishing a churn prediction model, several common issues in churn classification are being tackled: the problem of constructing meaningful features on the basis of raw telemetry data, handling sparse data, assessing feature importance in the logit model, building a prediction model with imbalanced datasets and assessing the model fit. The objective of the fourth paper “Clustering mixed type player behavior data for churn prediction” is put on user segmentation for the mobile gaming market as an integral part of customer retention management. It focuses on clustering user behavior data for churn prediction modelling in the mobile games market and constructing a distance measure capable of simultaneously handling categorical and quantitative data. The problem of finding an appropriate distance measure for mixed-type data with unbalanced categorical features and highly skewed numerical features is handled by applying the modified Gower coefficient. For numerical features, distances are calculated by applying a modified winsorized Huber loss, while for categorical features, we incorporate a distance measure based on variable entropy. Secondly, this paper investigates the potential of customer segmentation as an integral part of churn prediction modelling in online games which is operationalized by applying the proposed clustering method on a real dataset comprising mixed -type data originating from a casual mobile game. Methodologies developed within the presented papers are verified on a real dataset originating form a freemium mobile game developed by Nanobit, which further illustrates the developed methodology and its applications in real-life problems. Nanobit is one of the most globally successful producers, and is specialized in developing and delivering mobile applications and games for the international market.

Keywords:churn prediction, mobile games, user behavior, telemetry

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