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International Journal of Trend in Scientific Research and Development (IJTSRD) Volume 5 Issue 3, March-April 2021 Available Online: www.ijtsrd.com e-ISSN: 2456 – 6470 @ IJTSRD | Unique Paper ID – IJTSRD38566 | Volume – 5 | Issue – 3 | March-April 2021 Page 31 Prediction Analysis of Gaming Cost By Employing Data Mining Algorithms MD. Rhineul Islam1, Nakib Aman Turzo2, Pritom Sarker Bishal3 1Student, Department of Computer Science & Engineering, Varendra University, Bangladesh 2Lecturer, Department of Computer Science & Engineering, Varendra University, Bangladesh 3Student, Department of Computer Science & Engineering, Varendra University, Bangladesh ABSTRACT Video games are a source of entertainment for different age groups. Players who are seeking quality video games spend more money on their systems. In this way they spend a hefty amount on internet, storage, GPU etc. Due to the addictive nature the cost is not negligible and there are not so many researches done on predicting the cost a player has to suffer. In this paper, the gaming cost is being determined by applying different algorithms. Data was collected from different age groups with different characteristics like the choice of storage options, game genres, internet speed and time they spend on games. Different models are being used like Ada boost, logistic regression, Decision tree and Random forest to check the accuracy of prediction analysis. This research will help in development of further models which can measure the gaming cost more accurately. KEYWORDS: Ada boost, Decision tree, Graphics Processing Unit, Logistic regression, Random forest, Random Access Memory How to cite this paper: MD. Rhineul Islam | Nakib Aman Turzo | Pritom Sarker Bishal "Prediction Analysis of Gaming Cost By Employing Data Mining Algorithms" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456- 6470, Volume-5 | Issue-3, April 2021, pp.31-35, URL: www.ijtsrd.com/papers/ijtsrd38566.pdf Copyright © 2021 by author(s) and International Journal of Trend in Scientific Research and Development Journal. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (CC BY 4.0) (http://creativecommons.org/licenses/by/4.0) INTRODUCTION Video games, as we all know, are a sort of fun hobby, but it’s not an inexpensive one. Video games industry is one of the huge entertainment form crossing Hollywood record annual revenues. These have a greater impact on human functioning by stimulating the minds of its users. However, most of the people disagree about its effects whether to categorize them as harmful or useful [1]. Many individuals play video games and spend money for higher quality graphics. In this era, of digitization these video games are also becoming the source of earning on many online platforms and so the individual has to spend more on them for getting quality content. Due to the addictive nature of games the costs is not negligible to the individual and the society [2]. Since the first Atari titles of 1970s computer games have come a long way. In present situation, the mind-blowing graphics and sophisticated story lines, however, bear an energy cost. A high-quality game today can draw 50 times more electricity than old games version. Right sizing the GPU has huge importance. If the games played don’t need a high-powered GPU then these games are not of that worth top be played. Most gaming PC’s have large power draws than consoles like Xbox or PS4 [3]. When the game Call of Duty: Modern Warfare 3 was launched, it earned a great deal of money approximately $400 million within 24 hours. This compelling success is an enormous manifestation of the growth of gaming industry. The economic value of video games has shifted from a niche to a blockbuster business. This industry is symbolized by not just growth but also a higher degree of dynamics and innovation. In addition to consoles, video gaming takes place within networks which are interactive and also on variety of mobile devices. It often spurs and bridges innovation in other industries. In virtual worlds, players manipulate and change their surroundings through high quality animations and motion sensor controllers [4]. Players now not only pay for decorative items but also for accuracy, agility and boosting of players’ speed. During pandemic, game consoles are also becoming a common sight in houses. So far, players are experiencing a higher cost of development of game in the form of long wait for sequels [5]. Many people are willing to fork out for a new game which can cause its market to move up. Graphics manufacturers are also switching their GDDRS to higher versions which can cause an increase in price. This paper will also discuss the prediction of overall gaming cost through different algorithms which will help the player in anticipating his complete budget with more precision. LITERATURE REVIEW The popularity of games has caught attention of many managers and researchers, because main researchers who have analytical approach belong to an earlier generation than the generation grown up with these video games. Many researchers have tried to measure the energy consumption by this growing industry which extends to about 2 or 3 billion people. The way games are coded have energy efficiency ethnic [6]. There is also a little debate that the games industry IJTSRD38566 International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD38566 | Volume – 5 | Issue – 3 | March-April 2021 Page 32 growth has a parallel connection with aging gamers with disposable incomes. Entertainment Software Association shows that average gamer ages 29. And spends more time in playing video games [6,7]. India’s online industry of gaming dates back to the year of 2000. At that time, consoles and gaming brought several Indians of middle income to this platform. The online market of gaming has seen many opportunities in India. The market is dominated by casual gamers. Limited mobile payment and low levels of online entertainment for online gamers resulted in low monetization levels [7]. Consoles manufacturers are going to manufacture more high performance and high-quality graphics than their predecessors. So with premium specs, game publishers are expected to rise prices due to additional development and marketing cost. Calll of Duty 2 when launched in 2005 has a standard rate of $60 and now reached to $80. During pandemic, its high demand makes publishers to gamble [8]. Both Xbox controller and PS4 cost $60, while some retailer also gives discounts. Microsoft and Sony are not so generous and force gamers to pay for a subscription in order to play online. Microtransactions are a common place throughout the gaming world [9]. ‘God of War’ creative director Cory Barlog said that games need to go up in price on cash grab microtransaction filled hellscape. AAA developers lrelied on the concept of loot boxes, which became banned later on [10]. Mobile game accounts for 33% of all app downloads, consumer spends 74% and 10% is the one spent on all types of applications. Time spent on television has been outpaced by mobile in USA due to which games have grabbed the major share and so the game space has taken increased attention and investment. Now the local gaming businesses are also getting support from government [11]. Figures provided by ESA and Satista showed that average American gamer spend 216.64 on games. A report by analytics firm Asensor Tower claims that Fortnite is making $1 million per day on average. Moreover, PC has highest average for purchasers who are at age 38, then consoles and smartphones at 33 and 37. The average gamer who uses PC can spend more money on cosmetics, characters, weapon skins etc. But still mobile gaming revenue is higher than PC [12]. When it came to the players pay for their purchases, MMO gamers were separated between debit cards and credit cards. There was clear difference between genders in terms of how much amount they spend on average with male gender spending $262 while female gamers spent only $177 [13]. Millennials spend an average of $112 a month on content of gaming and they not only buy them but also watch game con tent on various sites. The gender split is even in this case too and their average household income is $58,000 year [14]. Maximum time that gamers spend in playing is 7 hours. This number is up nearly 20%. The amount of game played by different age groups also increased each week. The lowest number of games played by 18-25 age group which increased the amount they play by 9.9%. Germany has highest average in this regard and then USA and Singapore have the highest average [15,16]. METHOLODOGY The data for gamers monthly cost has been assimilated. The gaming rig information like processor, graphic card and RAM information was collected. Moreover, player’s information like the choice of games, their monthly expenditure and their internet expense and speed was calculated. Fig 1 Fig 2 Fig 3 Fig 4 Fig 5 International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD38566 | Volume – 5 | Issue – 3 | March-April 2021 Page 33 Fig 6 Fig 7 Fig 8 Fig 9 Then a python code was made which takes all information of processor, RAM and graphics etc. A ‘Preference’ column was made according to their specific configuration. Here data are classified differently by assigning different categories like Very High, High, Medium, Low. Python code made for the datasets will determine the accuracy of the model with provided values. Cleaning of the data was done as shown below: Table: 1 Cleaning of the data was done as shown below: Table:2 Timesta mp What is your age limit? What genres game do you like? How long do you play games in average? Please select your internet speed. Can you please select the GPU that you are currently using? Can you please select an estimate of your monthly gaming cost (Including purchasing Game and Game Items, In app Purchase, And Net Bill)? What is your preferred CPU model? What do you seek in a game? What is your RAM size? Preference 0 02:01.1 16-28 Action games. 1-1.5 hours 10mbps RX5000 series (Could be 5700xt,5600xt,5500xt) 500-2k (BDT) Intel Thrill (Online games mostly FPS, TPS) 16GB High 1 04:20.6 16-28 Strategy games. 4-5hours 5mbps GTX 1000 series (Could be 1080,1070,1060, 1050... 500-2k (BDT) Intel Story 8GB Medium 2 05:03.8 16-28 Action- adventure games. 4-5hours 5mbps RX500 series (Could be 590,580,570,560,550) I play cracked Games (Could be Fitgirl, Codex, AMD (Ryzen) Story 8GB Medium Age Limit Genre Playtime (min) GPU Monthly Cost (BDT) CPU RAM (GB) Preference 16-28 Action games. 1-1.5 hours RX5000 series (Could be 5700xt,5600xt,5500xt) 500-2k (BDT) Intel 16GB High 16-28 Strategy games. 4-5hours GTX 1000 series (Could be 1080,1070,1060, 1050... 500-2k (BDT) Intel 8GB Medium 16-28 Action-adventure games. 4-5hours RX500 series (Could be 590,580,570,560,550) I play cracked Games (Could be Fitgirl, Codex... AMD (Ryzen) 8GB Medium 16-28 Action-adventure games. 2-3hours RX500 series (Could be 590,580,570,560,550) I play cracked Games (Could be Fitgirl, Codex... AMD (Ryzen) 12GB Medium 16-28 Action-adventure games. 1-1.5 hours GTX 1000 series (Could be 1080,1070,1060, 1050... I play cracked Games (Could be Fitgirl, Codex... Intel 16GB High International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD38566 | Volume – 5 | Issue – 3 | March-April 2021 Page 34 Table: 3 Fig: 10 Fig: 11 Fig: 12 In the last, cost was calculated with respect to time. After all this accuracy of prediction by different models was determined. Table: 4 Table: 5 Table: 6 Table: 7 Table: 8 Age Limit Genre Playtime (min) Internet Speed (Mbps) GPU Monthly Cost (BDT) CPU RAM (GB) 93 0 1 420 5 1 4 2 8 423 0 0 550 5 1 4 0 8 154 0 4 420 5 1 0 2 12 35 0 4 150 30 11 3 2 16 150 0 1 150 5 5 0 2 8 Logistic Regression Model precision recall f1-score support 0 0.92 0.75 0.83 16 1 0.59 0.56 0.57 18 2 0.62 0.72 0.67 29 3 1.00 0.80 0.89 5 accuracy 0.69 68 macro avg 0.78 0.71 0.74 68 weighted avg 0.71 0.69 0.70 68 No Column Non-Null Count Dtype 0 Age Limit 447 non-null int64 1 Genre 447 non-null int8 2 Playtime (min) 447 non-null int64 3 Internet Speed (Mbps) 447 non-null float64 4 GPU 447 non-null int8 5 Monthly Cost (BDT) 447 non-null int8 6 CPU 447 non-null int8 7 RAM (GB) 447 non-null int64 8 Preference 447 non-null object 9 Preference label 447 non-null int8 Ada Boost Model precision Recall f1-score support 0 0.88 0.88 0.88 16 1 0.53 1.00 0.69 18 2 1.00 0.41 0.59 29 3 0.67 0.80 0.73 5 accuracy 0.71 68 macro avg 0.77 0.77 0.72 68 weighted avg 0.82 0.71 0.69 68 Decision Tree Model precision Recall f1-score support 0 0.94 0.94 0.94 16 1 0.94 0.89 0.91 18 2 0.97 0.97 0.97 29 3 0.67 0.80 0.73 5 accuracy 0.93 68 macro avg weighted avg Random Forest Model precision recall f1-score support 0 0.94 0.94 0.94 16 1 1.00 0.94 0.97 18 2 0.96 0.93 0.95 29 3 0.57 0.80 0.67 5 accuracy 0.93 68 macro avg 0.87 0.90 0.88 68 weighted avg 0.94 0.93 0.93 68 International Journal of Trend in Scientific Research and Development (IJTSRD) @ www.ijtsrd.com eISSN: 2456-6470 @ IJTSRD | Unique Paper ID – IJTSRD38566 | Volume – 5 | Issue – 3 | March-April 2021 Page 35 After doing this operation the accuracy of logistic regression and Ada boost model comes out to be 0.73 for both. Random forest and decision tree has given an accuracy of 0.93. Table: 9 RESULT Taking the cost of gaming that every player needs to spend on good quality graphics, speed and storage parallel to different models, precision comes out to be 0.93 for our model. The regression logistics and Ada boost model has an accuracy of 73 % while the Random forest and Decision tree has given an accuracy of 93%. This shows that players can estimate their whole budget when they need to upgrade their systems for better playing options and high-quality graphics. It will also help in future for the development of new models which can give prediction with more accuracy. REFERENCES [1] D. K. H. T. -. L. J. P. S. Cho, "Economic cost–benefit analysis of the addictive digital game industry," Applied Economics Letters, pp. 638-642, 2017. [2] T. H.-T. André Marchand a, "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Elsevier, pp. 141-157, 2013. [3] "The Hidden cost of computer gaming.," Retrieved from Energy Technologies, 2020. [Online]. Available: ea: https://eta.lbl.gov/news/article/hidden-cost- computer-gaming. [4] P. E. Robert J. Vallerand, "On The Costs and Benefits of Gaming: The Role of Passion.," Research Gate., 2009. [5] S. Schiesel, " In a New Merger, Evidence of How Much the Gaming World Has Changed.," Retrieved from New York Times, 2018. [6] "The Hidden cost of computer gaming," 2020. [Online]. Available: https://eta.lbl.gov/news/article/hidden-cost- computer-gaming. [7] M. Y, " THEY GOT GAME / Stacks of new releases for hungry video game enthusiasts mean it's boom time for an industry now even bigger than Hollywood.," Retrieved from SFGATE:, 18 December 2004. [Online]. Available: https://www.sfgate.com/news/article/THEY-GOT- GAME-St. [8] N. B. A. T. S. P. Mritunjay Kapur, "Online Gaming," KPMG, India, 2017. [9] R. Browne, "Video games are about to get more expensive as the console wars return," CNBC, 29 September 2020. [Online]. Available: https://www.cnbc.com/2020/09/29/xbox-series-x- and-ps5-gamers-brace-for-70-video-game- prices.html. [Accessed 31 December 2020]. [10] D. Price, "How Expensive Is Gaming as a Hobby? 3 Tips for Gaming on a Budget," Make Use of, 3 September 2018. [Online]. Available: https://www.makeuseof.com/tag/gaming-hobby- costs/. [Accessed 31 December 2020]. [11] J. Peel, "A rise in game prices is inevitable, and ultimately good for gamers," Gamesradar, 15 July 2020. [Online]. Available: https://www.gamesradar.com/a-rise-in-game- prices-is-inevitable-and-ultimately-good-for-gamers/. [Accessed 31 December 2020]. [12] O. Kaplan, "Mobile gaming is a $68.5 billion global business, and investors are buying in," Join Extra Crunch, 22 August 2019. [Online]. Available: https://techcrunch.com/2019/08/22/mobile- gaming-mints-money/. [Accessed 31 December 2020]. [13] Jacob, "How Much Money Does The Average Person Spend On Video Games?," Gaming shift, 2020. [Online]. Available: https://gamingshift.com/how- much-money-does-the-average-person-spend-on- video-games/. [Accessed 31 December 2020]. [14] G. Miller, "INDUSTRY NEWSHow much money does gamers REALLY spend?" European gaming, 17 April 2020. [Online]. Available: https://europeangaming.eu/portal/latest- news/2020/04/17/. [Accessed 31 December 2020]. [15] M. Minoti, "SuperData: Millennials spend average of $112 a month on gaming content," Games beat, 6 June 2019. [Online]. Available: https://venturebeat.com/2019/06/06/superdata- millennials-spend-average-of-112-a-month-on- gaming-content/. [Accessed 6 December 2020]. [16] K. Anderton, "Research Report Shows How Much Time We Spend Gaming," Forbes, [Online]. Available: https://www.forbes.com/sites/kevinanderton/2019 /03/21/r. [Accessed 31 December 2020]. No Classifier Name Accuracy 1 Logistic Regression Model 0.69 2 Ada Boost Model 0.71 3 Decision Tree Model 0.93 4 Random Forest Model 0.93