A4 Refereed article in a conference publication

A/B-Test of Retention and Monetization Using the Cox Model




AuthorsMarkus Viljanen, Antti Airola, Jukka Heikkonen, Tapio Pahikkala

EditorsBrian Magerko, Jonathan Rowe

Conference nameArtificial Intelligence and Interactive Digital Entertainment

Publishing placePalo Alto, California

Publication year2017

Book title Proceedings, The Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17)

Series titleProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Volume13

Issue1

First page 248

Last page254

Number of pages7

ISBN978-1-57735-791-9

ISSN2326-909X

DOIhttps://doi.org/10.1609/aiide.v13i1.12941

Web address https://doi.org/10.1609/aiide.v13i1.12941


Abstract

A/B testing is a popular tool for guiding mobile game development. The
developer releases different versions of a game to different test
cohorts, and observes which version has the best player retention or
monetization. Correctly determining whether the differences are
statistically significant is however challenging. Typically the analysis
needs to be done on small and heterogeneous player cohorts, with
differing follow-up times and unknown player churn. In this paper, we
show for the first time how these issues can be properly addressed using
the Cox model for recurrent events. The method enables a multivariate
A/B-test, that allows determining which game version has the highest
player retention or purchase rate, with confidence intervals provided.
We demonstrate the benefits of the approach in multiple game development
problems, on real-world free-to-play mobile game data.



Last updated on 2024-26-11 at 21:18