Korkean pelaajapysyvyyden saavuttaminen videopeleissä

The modern video game business model is quickly transitioning into one based on retaining the game’s customers for an extended period of time, offering the player in-game purchases or monthly subscriptions. The objective of this thesis was to find out how game developers can attain high player reten...

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Main Author: Kariluoto, Antti Juho Aleksi
Other Authors: Faculty of Information Technology, Informaatioteknologian tiedekunta, University of Jyväskylä, Jyväskylän yliopisto
Format: Master's thesis
Language:fin
Published: 2024
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/95836
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author Kariluoto, Antti Juho Aleksi
author2 Faculty of Information Technology Informaatioteknologian tiedekunta University of Jyväskylä Jyväskylän yliopisto
author_facet Kariluoto, Antti Juho Aleksi Faculty of Information Technology Informaatioteknologian tiedekunta University of Jyväskylä Jyväskylän yliopisto Kariluoto, Antti Juho Aleksi Faculty of Information Technology Informaatioteknologian tiedekunta University of Jyväskylä Jyväskylän yliopisto
author_sort Kariluoto, Antti Juho Aleksi
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description The modern video game business model is quickly transitioning into one based on retaining the game’s customers for an extended period of time, offering the player in-game purchases or monthly subscriptions. The objective of this thesis was to find out how game developers can attain high player retention in their games and figure out which strategies to implement in order to stop players from leaving their game. It was discovered that a game should contain different activities or roles for different types of players, allowing each player to derive satisfaction from their desired activities. Additionally, high reteniton was ifound to be based on identifying players who were about to permamently stop playing the game and respectively attempting to prevent them from leaving. According to the findings, a leaving player can most efficiently be identified using machine learning algorithms, after which the player can potentially be persuaded to stay active using in-game gifts or sending them personalized messages. Modernien pelien myyntimallit ovat nopeaa vauhtia siirtymässä perustumaan käyttäjien pitkäaikaiseen asiakkuuteen, tarjoten vapaaehtoisia pelinsisäisiä ostoksia tai kuukausittaisia tilauksia. Tutkimuksen tarkoituksena oli selvittää, mitkä tekijät johtavat korkeaan pelaajapysyvyyteen ja miten pelinkehittäjät pystyvät toteuttamaan kyseisiä strategioita heidän peleihinsä vähentääkseen vaihtuvuusastetta. Todettiin, että pelin tulee sisältää erityyppistä tekemistä tai erilaisia rooleja erilaisille pelaajille, jotta pelaajat kokevat mielihyvää pelaamisesta. Muuten korkean pelaajapysyvyyden saavuttaminen perustuu lähtevien pelaajien tunnistamiseen ja heidän lähtemisensä ennaltaehkäisyyn. Löydösten perusteella paras tapa tunnistaa lähtevä pelaaja on koneoppimisalgoritmeilla, jonka jälkeen pelaajaa voi houkutella pysymään aktiivisina muun muassa pelinsisäisillä lahjoilla tai viestien välityksellä.
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spellingShingle Kariluoto, Antti Juho Aleksi Korkean pelaajapysyvyyden saavuttaminen videopeleissä Specialisation in Software Development Ohjelmistokehityksen opintosuunta
title Korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_full Korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_fullStr Korkean pelaajapysyvyyden saavuttaminen videopeleissä Korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_full_unstemmed Korkean pelaajapysyvyyden saavuttaminen videopeleissä Korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_short Korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_sort korkean pelaajapysyvyyden saavuttaminen videopeleissä
title_txtP Korkean pelaajapysyvyyden saavuttaminen videopeleissä
topic Specialisation in Software Development Ohjelmistokehityksen opintosuunta
topic_facet Ohjelmistokehityksen opintosuunta Specialisation in Software Development
url https://jyx.jyu.fi/handle/123456789/95836 http://www.urn.fi/URN:NBN:fi:jyu-202406134603
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