Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU

With the development of Internet technology and social model, game products have become an important product of people’s life for entertainment and recreation, and the precise marketing of game products has become a winning means for enterprises to improve competitiveness and reduce labor cost consu...

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Main Authors: Xuelian Yang, Jin Bai, Xiaolin Wang
Format: Article
Language:English
Published: Wiley 2021-01-01
Series:Discrete Dynamics in Nature and Society
Online Access:http://dx.doi.org/10.1155/2021/5666405
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author Xuelian Yang
Jin Bai
Xiaolin Wang
author_facet Xuelian Yang
Jin Bai
Xiaolin Wang
author_sort Xuelian Yang
collection DOAJ
description With the development of Internet technology and social model, game products have become an important product of people’s life for entertainment and recreation, and the precise marketing of game products has become a winning means for enterprises to improve competitiveness and reduce labor cost consumption, and major game companies are also paying more and more attention to the data-based marketing model. How to dig out the effective information from the existing market behavior data is a powerful means to implement precise marketing. Achieving precise positioning and marketing of gaming market is the guarantee of innovative development of game companies. For the research on the above problem, based on the SEMAS process of data mining, this paper proposes a mining model based on recurrent neural network, which is named as Dynamic Attention GRU (DAGRU) with multiple dynamic attention mechanisms, and evaluates it on two self-built data sets of user behavior samples. The results demonstrate that the mining method can effectively analyze and predict the player behavior goals. The game marketing system based on data mining can indeed provide more accurate and automated marketing services, which greatly reduces the cost investment under the traditional marketing model and achieves accurate targeting marketing services and has certain application value.
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institution DOAJ
issn 1607-887X
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publisher Wiley
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series Discrete Dynamics in Nature and Society
spelling doaj-art-bb58bf8fb1a7429cad6b894226d893502025-08-20T03:23:07ZengWileyDiscrete Dynamics in Nature and Society1607-887X2021-01-01202110.1155/2021/5666405Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRUXuelian Yang0Jin Bai1Xiaolin Wang2School of EconomicsSchool of EconomicsSchool of EconomicsWith the development of Internet technology and social model, game products have become an important product of people’s life for entertainment and recreation, and the precise marketing of game products has become a winning means for enterprises to improve competitiveness and reduce labor cost consumption, and major game companies are also paying more and more attention to the data-based marketing model. How to dig out the effective information from the existing market behavior data is a powerful means to implement precise marketing. Achieving precise positioning and marketing of gaming market is the guarantee of innovative development of game companies. For the research on the above problem, based on the SEMAS process of data mining, this paper proposes a mining model based on recurrent neural network, which is named as Dynamic Attention GRU (DAGRU) with multiple dynamic attention mechanisms, and evaluates it on two self-built data sets of user behavior samples. The results demonstrate that the mining method can effectively analyze and predict the player behavior goals. The game marketing system based on data mining can indeed provide more accurate and automated marketing services, which greatly reduces the cost investment under the traditional marketing model and achieves accurate targeting marketing services and has certain application value.http://dx.doi.org/10.1155/2021/5666405
spellingShingle Xuelian Yang
Jin Bai
Xiaolin Wang
Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
Discrete Dynamics in Nature and Society
title Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
title_full Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
title_fullStr Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
title_full_unstemmed Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
title_short Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
title_sort game user preference data analysis and market guidance based on dynamic attention gru
url http://dx.doi.org/10.1155/2021/5666405
work_keys_str_mv AT xuelianyang gameuserpreferencedataanalysisandmarketguidancebasedondynamicattentiongru
AT jinbai gameuserpreferencedataanalysisandmarketguidancebasedondynamicattentiongru
AT xiaolinwang gameuserpreferencedataanalysisandmarketguidancebasedondynamicattentiongru