Analyzing the user inactiveness in a mobile social game

Ming Cheung, James She, Ringo Lam

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)

Abstract

This paper analyzes and evaluates the factors that affect the inactiveness of users and how they are related to inactiveness. A higher inactiveness indicates a user is more likely to be inactive. The analysis locates inactive users, who have not logged in to the system for some time, and evaluates the relationship between inactiveness and three dimensions: social networking, time, and in-app purchase. Based on the operational data from a mobile social game, Barcode Footballer, with more than 100k users and 1 million friendships, it is concluded that social networking, time and in-app purchase are all important factors in inactiveness. The results can be applied to mobile social games to detect potential inactive users such that their operators can retain those users by using encouragements.

Original languageEnglish
Title of host publicationProceedings - 2014 IEEE International Conference on Internet of Things, iThings 2014, 2014 IEEE International Conference on Green Computing and Communications, GreenCom 2014 and 2014 IEEE International Conference on Cyber-Physical-Social Computing, CPS 2014
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages415-420
Number of pages6
ISBN (Electronic)9781479959679
DOIs
Publication statusPublished - 12 Mar 2014
Externally publishedYes
Event2014 IEEE International Conference on Internet of Things, iThings 2014, Collocated with 2014 IEEE International Conference on Cyber, Physical and Social Computing, CPSCom 2014 and 2014 IEEE International Conference on Green Computing and Communications, GreenCom 2014 - Taipei, Taiwan, Province of China
Duration: 1 Sept 20143 Sept 2014

Publication series

NameProceedings - 2014 IEEE International Conference on Internet of Things, iThings 2014, 2014 IEEE International Conference on Green Computing and Communications, GreenCom 2014 and 2014 IEEE International Conference on Cyber-Physical-Social Computing, CPS 2014

Conference

Conference2014 IEEE International Conference on Internet of Things, iThings 2014, Collocated with 2014 IEEE International Conference on Cyber, Physical and Social Computing, CPSCom 2014 and 2014 IEEE International Conference on Green Computing and Communications, GreenCom 2014
Country/TerritoryTaiwan, Province of China
CityTaipei
Period1/09/143/09/14

Keywords

  • Friendship
  • Game
  • Inactiveness
  • Operational data
  • Purchase
  • Social

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