Araştırma Makalesi

Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022

Cilt: 5 Sayı: 1 30 Haziran 2022
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Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022

Öz

Churn prediction has become a key part of many modern businesses because of the performance advantages it brings. It may assist businesses in determining measures such as customer retention and revenue production. Business intelligence (BI) is the process of transforming data into actionable insights that help a company make better choicesThis research includes a bibliometric analysis of works on game analytics, particularly customer churn in gaming business. Our research is mostly focused on identifying the content and goals of studies that have already been published. In game analytics, classification, grouping, and statistical analysis approaches are utilized to acquire insight via the study of studies. Keywords were analyzed in articles, papers, books, and research materials on gaming analytics and customer churn analysis. Then there's a look at which measures are most important in game analytics, as well as some of the most often utilized artificial intelligence systems. These difficulties are examined in the assessment section, where performance evaluation measures are more significant in this sector. For bibliometric analysis, the keyword "game churn analysis" was used. Data from Google Scholar, as well as Publish or Perish and Zotero. Year requirements for bibliometric analysis were set between 2008 and 2022. The study data analysis tools include Excel 2019 and Vosviewer. Finally, we analyzed databases, widely used data sets, game titles, metric kinds, indexing databases, countries where studies were published, categories of scientific study, word and author bibliometric maps, and algorithms.

Anahtar Kelimeler

Kaynakça

  1. [1] M. And, Oyun ve bügü: Türk kültüründe oyun kavramı, Genişletilmiş baskı. İstanbul: YKY, 2003.
  2. [2] C. S. Ang and P. Zaphiris, “Computer Games and Language Learning:,” in Handbook of Research on Instructional Systems and Technology, T. T. Kidd and H. Song, Eds. IGI Global, 2008, pp. 449–462. doi: 10.4018/978-1-59904-865-9.ch032.
  3. [3] E. M. Avedon and B. Sutton-Smith, The study of games. New York, N.Y. [u.a]: Ishi Press, 2015.
  4. [4] G. Costikyan, “I have no words & I must design: toward a critical vocabulary for games,” in Proceedings of the computer games and digital cultures conference, Finland, 2002, pp. 9–33.
  5. [5] R. E. Cardona-Rivera, J. P. Zagal, and M. S. Debus, “GFI: A Formal Approach to Narrative Design and Game Research,” in Interactive Storytelling, vol. 12497, A.-G. Bosser, D. E. Millard, and C. Hargood, Eds. Cham: Springer International Publishing, 2020, pp. 133–148. doi: 10.1007/978-3-030-62516-0_13.
  6. [6] J. Juul, “Games telling stories? A brief note on games and narratives,” Game studies, vol. 1, no. 1, pp. 1–12, 2001.
  7. [7] Kevin Maroney, “My Entire Waking Life,” http://www.thegamesjournal.com/, 2011. http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml (accessed Apr. 13, 2022).
  8. [8] R. A. Myers and G. Mertz, “The Limits of Exploitation: A Precautionary Approach,” Ecological Applications, vol. 8, no. 1, p. S165, Feb. 1998, doi: 10.2307/2641375.

Ayrıntılar

Birincil Dil

İngilizce

Konular

İletişim ve Medya Çalışmaları, Bölgesel Çalışmalar, İşletme

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Haziran 2022

Gönderilme Tarihi

1 Mayıs 2022

Kabul Tarihi

17 Haziran 2022

Yayımlandığı Sayı

Yıl 2022 Cilt: 5 Sayı: 1

Kaynak Göster

APA
Arık, K., Gezer, M., & Tolun Tayalı, S. (2022). Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022. Journal of Politics Economy and Management, 5(1), 55-75. https://izlik.org/JA84MY45GA
AMA
1.Arık K, Gezer M, Tolun Tayalı S. Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022. JOPEM. 2022;5(1):55-75. https://izlik.org/JA84MY45GA
Chicago
Arık, Kaan, Murat Gezer, ve Seda Tolun Tayalı. 2022. “Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022”. Journal of Politics Economy and Management 5 (1): 55-75. https://izlik.org/JA84MY45GA.
EndNote
Arık K, Gezer M, Tolun Tayalı S (01 Haziran 2022) Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022. Journal of Politics Economy and Management 5 1 55–75.
IEEE
[1]K. Arık, M. Gezer, ve S. Tolun Tayalı, “Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022”, JOPEM, c. 5, sy 1, ss. 55–75, Haz. 2022, [çevrimiçi]. Erişim adresi: https://izlik.org/JA84MY45GA
ISNAD
Arık, Kaan - Gezer, Murat - Tolun Tayalı, Seda. “Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022”. Journal of Politics Economy and Management 5/1 (01 Haziran 2022): 55-75. https://izlik.org/JA84MY45GA.
JAMA
1.Arık K, Gezer M, Tolun Tayalı S. Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022. JOPEM. 2022;5:55–75.
MLA
Arık, Kaan, vd. “Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022”. Journal of Politics Economy and Management, c. 5, sy 1, Haziran 2022, ss. 55-75, https://izlik.org/JA84MY45GA.
Vancouver
1.Kaan Arık, Murat Gezer, Seda Tolun Tayalı. Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022. JOPEM [Internet]. 01 Haziran 2022;5(1):55-7. Erişim adresi: https://izlik.org/JA84MY45GA

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