Measuring Player Retention and Monetization using the Mean Cumulative Function
Markus Viljanen, Antti Airola, Anne-Maarit Majanoja, Jukka Heikkonen,, Tapio Pahikkala

TL;DR
This paper introduces the use of the Mean Cumulative Function (MCF) to accurately measure player retention and monetization in free-to-play games, even with censored data, enabling timely and unbiased analytics.
Contribution
It presents a novel application of the MCF to generalize and improve metrics for censored game data, facilitating better decision-making in game development.
Findings
MCF provides unbiased estimates of player metrics with censored data
Application to real game data demonstrates practical utility
Enables early assessment of game changes and release readiness
Abstract
Game analytics supports game development by providing direct quantitative feedback about player experience. Player retention and monetization in particular have become central business statistics in free-to-play game development. Many metrics have been used for this purpose. However, game developers often want to perform analytics in a timely manner before all users have churned from the game. This causes data censoring which makes many metrics biased. In this work, we introduce how the Mean Cumulative Function (MCF) can be used to generalize many academic metrics to censored data. The MCF allows us to estimate the expected value of a metric over time, which for example may be the number of game sessions, number of purchases, total playtime and lifetime value. Furthermore, the popular retention rate metric is the derivative of this estimate applied to the expected number of distinct…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
