Analysis of consumer behaviour among DotA 2 players and its effect on individual performance
Author: | Bc. Vilém Krejcar |
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Year: | 2021 - summer |
Leaders: | prof. PhDr. Ladislav Krištoufek Ph.D. |
Consultants: | |
Work type: | Bachelors |
Language: | English |
Pages: | 56 |
Awards and prizes: | |
Link: | https://dspace.cuni.cz/handle/20.500.11956/147816 |
Abstract: | This thesis examine the possible eect of consumer behaviour, specifically gold sources distribution and eectiveness in spending, on rank between DotA 2 players. Relevant literature from the past years was summarised and dataset containing more than 91 thousand data points from OpenDota API used to determine the relationship was constructed. Ordered Logistic Regression and K-Means Clustering algorithms were applied on four datasets of 12 variables divided based on the player’s position and the outcome of the game, concluding that only a fraction of the variation (McFadden’s R2 of 6.2% and Cox & Snell’s R2 11.7% on average) has been explained and cluster analysis resulted in a mean accuracy of 38.25%. Those results were supported by the correlation analysis indicating low correlation coecient values of dependent variable rank. Despite such output, patterns were discovered across individual rank clusters from metrics acclaiming higher eectiveness of more experienced players regarding consumer behaviour with strong statistical significance. It has been concluded that the eect is present, yet its magnitude by itself is not sucient to predict the regressand. The outcome implies possible presence of other variables that have an eect on the explained variable which are not included in the analysis. |