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Research Article | Open Access |

Predicting the Number of Video Game Players on the Steam Platform Using Machine Learning and Time Lagged Features

Author 1: Gregorius Henry Wirawan Author 2: Gede Putra Kusuma
International Journal of Advanced Computer Science and Applications (IJACSA) · Vol. 15, No. 12 · Published 2024

DOI: https://doi.org/10.14569/IJACSA.2024.0151237

Abstract

Predicting player count can provide game developers with valuable insights into players’ behavior and trends on the game population, helping with strategic decision-making. Therefore, it is important for the prediction to be as accurate as possible. Using the game’s metadata can help with predicting accuracy, but they stay the same most of the time and do not have enough temporal context. This study explores the use of machine learning with lagged features on top of using metadata and aims to improve accuracy in predicting daily player count, using data from top 100 games from Steam, one of the biggest game distribution platforms. Several combinations of feature selection methods and machine learning models were tested to find which one has the best performance. Experiments on a dataset from multiple games show that Random Forest model combined with Pearson’s Correlation Feature Selection gives the best result, with R2 score of 0.9943. average R2 score above 0.9 across all combinations.

Keywords

How to Cite this Article

Wirawan, G. H., & Kusuma, G. P. (2024). Predicting the Number of Video Game Players on the Steam Platform Using Machine Learning and Time Lagged Features. International Journal of Advanced Computer Science and Applications, 15(12). https://doi.org/10.14569/IJACSA.2024.0151237

Wirawan, Gregorius Henry, and Gede Putra Kusuma. "Predicting the Number of Video Game Players on the Steam Platform Using Machine Learning and Time Lagged Features." International Journal of Advanced Computer Science and Applications, vol. 15, no. 12, 2024, https://doi.org/10.14569/IJACSA.2024.0151237.

@article{Wirawan2024,
  title     = {Predicting the Number of Video Game Players on the Steam Platform Using Machine Learning and Time Lagged Features},
  journal   = {International Journal of Advanced Computer Science and Applications},
  volume    = {15},
  number    = {12},
  year      = {2024},
  publisher = {The Science and Information Organization},
  author    = {Gregorius Henry Wirawan and Gede Putra Kusuma},
  doi       = {10.14569/IJACSA.2024.0151237},
  url       = {https://doi.org/10.14569/IJACSA.2024.0151237}
}

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