2008-2022 Yılları Arasında Oyun Müşteri Kaybı Analizi Üzerine Yayımlanan Bilimsel Çalışmaların Bibliyometrik Analizi


Creative Commons License

Arık K., Gezer M., Tolun Tayalı S.

Journal of Politics, Economy and Management, cilt.5, sa.1, ss.55-75, 2022 (Hakemli Dergi)

Özet

Churn prediction has become a key part of many modern businesses because of the performance advantages it brings. Business intelligence (BI) is the process of transforming data into actionable insights that help a company make better choices. This 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. 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.