This thesis deals with a complete analysis of real data in free to play multiplayer games. The analysis is based on the methodology CRISP-DM using GUHA method and system LISp-Miner. The goal is defining player churn in pool from Geewa ltd.. Practical part show the whole process of knowledge discovery in databases from theoretical knowledge concerning player churn, definition of player churn, across data understanding, data extraction, modeling and finally getting results of tasks. In thesis are founded hypothesis depending on various factors of the game.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:193807 |
Date | January 2014 |
Creators | Mansfeldová, Kateřina |
Contributors | Máša, Petr, Kliegr, Tomáš |
Publisher | Vysoká škola ekonomická v Praze |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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