Customer Churn Prediction for PC Games : Probability of churn predicted for big-spenders usingsupervised machine learning

University essay from KTH/Optimeringslära och systemteori

Abstract: Paradox Interactive is a Swedish video game developer and publisher which has players all around the world. Paradox’s largest platform in terms of amount of players and revenue is the PC. The goal of this thesis was to make a churn predic-tion model to predict the probability of players churning in order to know which players to focus on in retention campaigns. Since the purpose of churn prediction is to minimize loss due to customers churning the focus was on big-spenders (whales) in Paradox PC games. In order to define which players are big-spenders the spending for players over a 12 month rolling period (from 2016-01-01 until 2018-12-31) was investigated. The players spending more than the 95th-percentile of the total spending for each pe-riod were defined as whales. Defining when a whale has churned, i.e. stopped being a big-spender in Paradox PC games, was done by looking at how many days had passed since the players bought something. A whale has churned if he has not bought anything for the past 28 days. When data had been collected about the whales the data set was prepared for a number of di˙erent supervised machine learning methods. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree and Random Forest were the meth-ods tested. Random Forest performed best in terms of AUC, with AUC = 0.7162. The conclusion is that it seems to be possible to predict the probability of churning for Paradox whales. It might be possible to improve the model further by investi-gating more data and fine tuning the definition of churn.

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