Game and Application Purchasing Patterns on Steam using K-Means Algorithm

Online games are visual games that utilize the internet or LAN networks. With the growth of the gaming industry, platforms like Steam offer a wide variety of games, making it challenging for users to decide which game to play. This study employs the Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology to address this issue by understanding user preferences. The k-means algorithm clusters game data based on similar characteristics, helping users and developers identify the most popular game types. Data sourced from Kaggle, obtained through the Steam API and Steamspy, consists of 85,103 entries. A normalization process is applied to enhance calculation accuracy. The elbow method determines the optimal number of clusters, resulting in three clusters from the k-means algorithm. The evaluation includes the silhouette coefficient, which measures the proximity between variables, and precision purity, which compares labels by assigning a value of 1 (actual) or 0 (false). The study finds an average silhouette coefficient of 0.345 and a precision purity value of 0.734, indicating that the k-means algorithm performs optimally based on the precision purity metric. The findings reveal that free-to-play games are the most popular among users, while the "Animation Modelling" category is the most expensive based on price comparisons

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Publication Details

Journal
Jurnal Sisfokom (Sistem Informasi dan Komputer)
Published
2024-11-13
DOI
https://doi.org/10.32736/sisfokom.v13i3.2214
Citations
1
Primary Topic
Customer churn and segmentation
Type
article
Field-Weighted Citation Impact
0.44
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article

Game and Application Purchasing Patterns on Steam using K-Means Algorithm

Eva Nurlatifah, Yana Aditia Gerhana, Salman Fauzan Fahri Aulia
1 citations
Jurnal Sisfokom (Sistem Informasi dan Komputer)
Customer churn and segmentation
0.44
article

Game and Application Purchasing Patterns on Steam using K-Means Algorithm

Eva Nurlatifah, Yana Aditia Gerhana, Salman Fauzan Fahri Aulia
article en
1 citations

Abstract

Online games are visual games that utilize the internet or LAN networks. With the growth of the gaming industry, platforms like Steam offer a wide variety of games, making it challenging for users to decide which game to play. This study employs the Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology to address this issue by understanding user preferences. The k-means algorithm clusters game data based on similar characteristics, helping users and developers identify the most popular game types. Data sourced from Kaggle, obtained through the Steam API and Steamspy, consists of 85,103 entries. A normalization process is applied to enhance calculation accuracy. The elbow method determines the optimal number of clusters, resulting in three clusters from the k-means algorithm. The evaluation includes the silhouette coefficient, which measures the proximity between variables, and precision purity, which compares labels by assigning a value of 1 (actual) or 0 (false). The study finds an average silhouette coefficient of 0.345 and a precision purity value of 0.734, indicating that the k-means algorithm performs optimally based on the precision purity metric. The findings reveal that free-to-play games are the most popular among users, while the "Animation Modelling" category is the most expensive based on price comparisons

Jurnal Sisfokom (Sistem Informasi dan Komputer)Vol. 13(3)
Sunan Gunung Djati State Islamic University Bandung (ID)
Industry, innovation and infrastructure
Openalex Percentile: Top 25%
Customer churn and segmentation
0.44
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Game and Application Purchasing Patterns on Steam using K-Means Algorithm — Eva Nurlatifah, Yana Aditia Gerhana, et al. · Jurnal Sisfokom (Sistem Informasi dan Komputer) (2024) | TGRS Research Map | TGRS