Safe Gaming Analytics: Gender- and Age-Aware Machine Learning Using XGBoost for Game Player Engagement Prediction
DOI:
https://doi.org/10.58812/wsist.v2i03.2150Keywords:
behavioral pattern, player engagement prediction, gender-aware analytics, machine learning, XGBoostAbstract
The rapid growth of online gaming has created both opportunities and challenges, particularly regarding the safe participation of diverse demographic groups. While prior research has predominantly focused on monetization and retention, there is limited work on predictive analytics that promotes healthy gaming habits. (Introduction) This study presents a safe gaming analytics framework that applies a gender- and age-aware machine learning approach to predict player engagement levels. (Methods) Using Extreme Gradient Boosting (XGBoost) and a dataset of 8,095 online game players from Asia as a case study, the model achieved strong predictive performance (Accuracy = 0.908, Precision = 0.910, Recall = 0.899, F1-score = 0.904). Feature importance analysis identified weekly playtime, session frequency, and average session duration as the most influential predictors of engagement. (Results) Gender- and age-based analysis revealed distinct behavioral patterns, with younger male players displaying higher playtime intensity. These findings provide actionable insights for game developers, educators, and policymakers to design and implement safe gaming strategies that balance entertainment with digital well-being. (Discussion & Conclusion) The proposed framework can be adapted to various contexts beyond the present case study, supporting responsible and inclusive online gaming environments.
References
[1] Chen, T., & Guestrin, C. (2016). XGBoost: A scalable tree boosting system. Proceedings of the 22nd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, 785–794. https://doi.org/10.1145/2939672.2939785
[2] Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
[3] Hadiji, F., Sifa, R., Drachen, A., Thurau, C., Kersting, K., & Bauckhage, C. (2014). Predicting player churn in the wild. 2014 IEEE Conference on Computational Intelligence and Games, 1–8. https://doi.org/10.1109/CIG.2014.6932876
[4] Kowert, R., Domahidi, E., & Quandt, T. (2015). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 18(7), 447–453. https://doi.org/10.1089/cyber.2014.0580
[5] Livingstone, S., & Smith, P. K. (2014). Annual research review: Harms experienced by child users of online and mobile technologies: the nature, prevalence and management of sexual and aggressive risks in the digital age. Journal of Child Psychology and Psychiatry, 55(6), 635–654. https://doi.org/10.1111/jcpp.12197
[6] Newzoo. (2023). Global games market report. Retrieved from https://newzoo.com/insights/articles/global-games-market-report
[7] Sifa, R., Bauckhage, C., & Drachen, A. (2015). The playtime principle: Large-scale cross-games interest modeling. Proceedings of the IEEE Conference on Computational Intelligence and Games, 540–547. https://doi.org/10.1109/CIG.2015.7317914
[8] United Nations. (2019). General recommendation No. 36 on the right of girls and women to education. United Nations Committee on the Elimination of Discrimination against Women.
[9] J. Brockmyer, C. M. Fox, K. A. Curtiss, E. McBroom, K. M. Burkhart, and J. N. Pidruzny, “The development of the Game Engagement Questionnaire: A measure of engagement in video gameplaying,” Journal of Experimental Social Psychology, vol. 45, no. 4, pp. 624–634, Jul. 2009, doi: 10.1016/j.jesp.2009.02.016.
[10] Rothmeier, Karsten, et al. "Prediction of player churn and disengagement based on user activity data of a freemium online strategy game." IEEE Transactions on Games 13.1 (2020): 78-88.
[11] R. Sifa, F. Hadiji, J. Runge, A. Drachen, K. Kersting, and C. Bauckhage, “Predicting purchase decisions in mobile free-to-play games,” in Proc. AAAI Conf. Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2015, vol. 11, no. 1, pp. 79–85.
[12] D. J. Kuss and M. D. Griffiths, “Internet gaming addiction: A systematic review of empirical research,” International Journal of Mental Health and Addiction, vol. 10, no. 2, pp. 278–296, Apr. 2012, doi: 10.1007/s11469-011-9318-5.
[13] T. Hartmann and C. Klimmt, “Gender and computer games: Exploring females’ dislikes,” Journal of Computer-Mediated Communication, vol. 11, no. 4, pp. 910–931, Jul. 2006, doi: 10.1111/j.1083-6101.2006.00301.x.
[14] R. Kowert, J. Vogelgesang, R. Festl, and T. Quandt, “Psychosocial causes and consequences of online video game play,” Computers in Human Behavior, vol. 45, pp. 51–58, Apr. 2015, doi: 10.1016/j.chb.2014.11.074.
[15] World Health Organization, “Gaming disorder,” WHO Fact Sheets, 2018. [Online]. Available: https://www.who.int/news-room/fact-sheets/detail/gaming-disorder
[16] D. L. King, P. H. Delfabbro, and M. Griffiths, “Video game structural characteristics: A new psychological taxonomy,” International Journal of Mental Health and Addiction, vol. 8, no. 1, pp. 90–106, Jan. 2010, doi: 10.1007/s11469-009-9206-4.
[17] T. Chen and C. Guestrin, “XGBoost: A scalable tree boosting system,” in Proc. 22nd ACM SIGKDD Int. Conf. Knowledge Discovery and Data Mining, San Francisco, CA, USA, Aug. 2016, pp. 785–794, doi: 10.1145/2939672.2939785.
[18] F. Hadiji, R. Sifa, A. Drachen, C. Thurau, K. Kersting, and C. Bauckhage, “Predicting player churn in the wild,” in Proc. IEEE Conf. Computational Intelligence and Games (CIG), Dortmund, Germany, Aug. 2014, pp. 1–8, doi: 10.1109/CIG.2014.6932877.
[19] Yannakakis, Georgios N., and David Melhart. "Affective game computing: A survey." Proceedings of the IEEE 111.10 (2023): 1423-1444.
[20] S. Raschka, V. Mirjalili, and J. Hearty, Python Machine Learning: Machine Learning and Deep Learning with Python, scikit-learn, and TensorFlow 2, 3rd ed. Birmingham, UK: Packt Publishing, 2020.
[21] F. Pedregosa et al., “Scikit-learn: Machine learning in Python,” Journal of Machine Learning Research, vol. 12, pp. 2825–2830, Oct. 2011.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Hartatik

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.









