Work detail

Analysis of consumer behaviour among DotA 2 players and its effect on individual performance

Author: Bc. Vilém Krejcar
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.

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