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Modeling Paying Behavior in Game Social Networks

Published: 03 November 2014 Publication History

Abstract

Online gaming is one of the largest industries on the Internet, generating tens of billions of dollars in revenues annually. One core problem in online game is to find and convert free users into paying customers, which is of great importance for the sustainable development of almost all online games. Although much research has been conducted, there are still several challenges that remain largely unsolved: What are the fundamental factors that trigger the users to pay? How does users? paying behavior influence each other in the game social network? How to design a prediction model to recognize those potential users who are likely to pay? In this paper, employing two large online games as the basis, we study how a user becomes a new paying user in the games. In particular, we examine how users' paying behavior influences each other in the game social network. We study this problem from various sociological perspectives including strong/weak ties, social structural diversity and social influence. Based on the discovered patterns, we propose a learning framework to predict potential new payers. The framework can learn a model using features associated with users and then use the social relationships between users to refine the learned model. We test the proposed framework using nearly 50 billion user activities from two real games. Our experiments show that the proposed framework significantly improves the prediction accuracy by up to 3-11% compared to several alternative methods. The study also unveils several intriguing social phenomena from the data. For example, influence indeed exists among users for the paying behavior. The likelihood of a user becoming a new paying user is 5 times higher than chance when he has 5 paying neighbors of strong tie. We have deployed the proposed algorithm into the game, and the Lift_Ratio has been improved up to 196% compared to the prior strategy.

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    cover image ACM Conferences
    CIKM '14: Proceedings of the 23rd ACM International Conference on Conference on Information and Knowledge Management
    November 2014
    2152 pages
    ISBN:9781450325981
    DOI:10.1145/2661829
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 03 November 2014

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    Author Tags

    1. social game
    2. social networks
    3. user behavior modeling

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    CIKM '14 Paper Acceptance Rate 175 of 838 submissions, 21%;
    Overall Acceptance Rate 1,861 of 8,427 submissions, 22%

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    • (2024)Sentiment Analysis Principle Technical Approach on Online Social Network Data Using CNN for Detection of StressProceedings of Fifth International Conference on Computer and Communication Technologies10.1007/978-981-99-9704-6_37(401-410)Online publication date: 14-Feb-2024
    • (2020)Efficient Top-k Edge Structural Diversity Search2020 IEEE 36th International Conference on Data Engineering (ICDE)10.1109/ICDE48307.2020.00025(205-216)Online publication date: Apr-2020
    • (2020)Detecting Psychological Stress using Machine Learning over Social Media Interaction2020 5th International Conference on Communication and Electronics Systems (ICCES)10.1109/ICCES48766.2020.9137931(646-649)Online publication date: Jun-2020
    • (2020)Sampling Topic Representative Users by Integrating Node Degree and Edge Weight2020 IEEE Fifth International Conference on Data Science in Cyberspace (DSC)10.1109/DSC50466.2020.00062(356-361)Online publication date: Jul-2020
    • (2018)Engagement and Incentives in Online CommunityProceedings of the Eleventh ACM International Conference on Web Search and Data Mining10.1145/3159652.3170457(755-756)Online publication date: 2-Feb-2018
    • (2018)Who Is Earning? Understanding and Modeling the Virtual Gifts Behavior of Users in Live Streaming Economy2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)10.1109/MIPR.2018.00028(118-123)Online publication date: Apr-2018
    • (2017)StructInfProceedings of the Thirty-First AAAI Conference on Artificial Intelligence10.5555/3298239.3298251(73-79)Online publication date: 4-Feb-2017
    • (2017)Structural Diversity and HomophilyProceedings of the 23rd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining10.1145/3097983.3098116(807-816)Online publication date: 13-Aug-2017
    • (2017)Detecting Stress Based on Social Interactions in Social NetworksIEEE Transactions on Knowledge and Data Engineering10.1109/TKDE.2017.268638229:9(1820-1833)Online publication date: 1-Sep-2017
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