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“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games

Author

Listed:
  • Yan Huang

    (Tepper School of Business, Carnegie Mellon University, Pittsburgh, Pennsylvania 15213)

  • Stefanus Jasin

    (Ross School of Business, University of Michigan, Ann Arbor, Michigan 48109)

  • Puneet Manchanda

    (Ross School of Business, University of Michigan, Ann Arbor, Michigan 48109)

Abstract

We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.

Suggested Citation

  • Yan Huang & Stefanus Jasin & Puneet Manchanda, 2019. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games," Information Systems Research, INFORMS, vol. 30(3), pages 927-947, September.
  • Handle: RePEc:inm:orisre:v:30:y:2019:i:3:p:927-947
    DOI: 10.1287/isre.2019.0839
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    References listed on IDEAS

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    Cited by:

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    3. Bikram Karmakar & Peng Liu & Gourab Mukherjee & Hai Che & Shantanu Dutta, 2022. "Improved retention analysis in freemium role‐playing games by jointly modelling players’ motivation, progression and churn," Journal of the Royal Statistical Society Series A, Royal Statistical Society, vol. 185(1), pages 102-133, January.
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    5. Michael R. Ward, 2022. "Network engagement from learning friends’ preferences: evidence from a video gaming social network," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1239-1255, September.
    6. Zixing Shen & Michael J. Pritchard, 2022. "Cognitive engagement on social media: A study of the effects of visual cueing in educational videos," Journal of the Association for Information Science & Technology, Association for Information Science & Technology, vol. 73(9), pages 1253-1267, September.

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