Abstract | ||
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Maximizing product use is a central goal of many businesses, which makes retention and monetization two central analytics metrics in games. Player retention may refer to various duration variables quantifying product use: total playtime or session playtime are popular research targets, and active playtime is well-suited for subscription games. Such research often has the goal of increasing player ... |
Year | DOI | Venue |
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2018 | 10.1109/TCIAIG.2017.2727642 | IEEE Transactions on Games |
Keywords | DocType | Volume |
Games,Measurement,Land mobile radio,Tools,Business,Industries | Journal | 10 |
Issue | ISSN | Citations |
2 | 2475-1502 | 7 |
PageRank | References | Authors |
0.57 | 0 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Markus Viljanen | 1 | 7 | 1.92 |
Antti Airola | 2 | 763 | 39.79 |
jukka heikkonen | 3 | 249 | 48.76 |
Tapio Pahikkala | 4 | 1005 | 70.68 |