Loading…

An evaluation of deep learning models for chargeback Fraud detection in online games

More and more gamers are willing to pay for games. It has been estimated that the global gaming market is worth nearly US$160 billion. Chargeback services offer gamers the convenience of refund mechanisms but are often used by malicious online gamers to commit fraud, causing huge adverse impacts on...

Full description

Saved in:
Bibliographic Details
Published in:Cluster computing 2023-04, Vol.26 (2), p.927-943
Main Authors: Wei, Yu-Chih, Lai, You-Xin, Wu, Mu-En
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973
cites cdi_FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973
container_end_page 943
container_issue 2
container_start_page 927
container_title Cluster computing
container_volume 26
creator Wei, Yu-Chih
Lai, You-Xin
Wu, Mu-En
description More and more gamers are willing to pay for games. It has been estimated that the global gaming market is worth nearly US$160 billion. Chargeback services offer gamers the convenience of refund mechanisms but are often used by malicious online gamers to commit fraud, causing huge adverse impacts on the online game industry. To combat chargeback fraud, some online game providers resort to manual checking and blocking of malicious accounts, which may incur huge labor costs in the process. In this research, various deep learning models, including recurrent neural networks, long short-term memory networks, and gated recurrent units, are evaluated on their accuracy and performance in detecting malicious chargebacks in online games. In addition, traditional models, such as decision trees, k-nearest neighbors, support vector machines, and random forests, are also evaluated for comparison. The evaluation results show that the Matthews correlation coefficients of the deep learning models range between 0.84 and 0.97. In addition, the gated recurrent unit and long short-term memory network models also outperform other traditional machine learning models in the experiments in this research. Furthermore, the practical feasibility is also taken into consideration in this research by calculating the time overhead of a single transaction to determine whether there is a significant increase in time costs. Although deep learning models are less efficient than traditional machine learning models, deep learning models remain competent in minimizing losses of online game companies.
doi_str_mv 10.1007/s10586-022-03674-4
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2918249064</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2918249064</sourcerecordid><originalsourceid>FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973</originalsourceid><addsrcrecordid>eNp9kEFLwzAUx4MoOKdfwFPAc_WlSZvmOIZTYeBlnkOWvtTOLp1JK_jtzVbBm6f34P1-_wd_Qm4Z3DMA-RAZFFWZQZ5nwEspMnFGZqyQPJOF4Odp5-ksq0JekqsYdwCgZK5mZLPwFL9MN5qh7T3tHa0RD7RDE3zrG7rva-widX2g9t2EBrfGftBVMGOdyAHtSWuT6bvWI23MHuM1uXCmi3jzO-fkbfW4WT5n69enl-VinVnO1JAZxWvrgDFEB7UqSnSlq0sruBXKAbdbXliuVCUrELawzEIugZXOGGu4knxO7qbcQ-g_R4yD3vVj8OmlzhWrcqGgFInKJ8qGPsaATh9CuzfhWzPQx_b01J5O7elTe_oo8UmKCfYNhr_of6wfK85ygw</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2918249064</pqid></control><display><type>article</type><title>An evaluation of deep learning models for chargeback Fraud detection in online games</title><source>Springer Nature</source><creator>Wei, Yu-Chih ; Lai, You-Xin ; Wu, Mu-En</creator><creatorcontrib>Wei, Yu-Chih ; Lai, You-Xin ; Wu, Mu-En</creatorcontrib><description>More and more gamers are willing to pay for games. It has been estimated that the global gaming market is worth nearly US$160 billion. Chargeback services offer gamers the convenience of refund mechanisms but are often used by malicious online gamers to commit fraud, causing huge adverse impacts on the online game industry. To combat chargeback fraud, some online game providers resort to manual checking and blocking of malicious accounts, which may incur huge labor costs in the process. In this research, various deep learning models, including recurrent neural networks, long short-term memory networks, and gated recurrent units, are evaluated on their accuracy and performance in detecting malicious chargebacks in online games. In addition, traditional models, such as decision trees, k-nearest neighbors, support vector machines, and random forests, are also evaluated for comparison. The evaluation results show that the Matthews correlation coefficients of the deep learning models range between 0.84 and 0.97. In addition, the gated recurrent unit and long short-term memory network models also outperform other traditional machine learning models in the experiments in this research. Furthermore, the practical feasibility is also taken into consideration in this research by calculating the time overhead of a single transaction to determine whether there is a significant increase in time costs. Although deep learning models are less efficient than traditional machine learning models, deep learning models remain competent in minimizing losses of online game companies.</description><identifier>ISSN: 1386-7857</identifier><identifier>EISSN: 1573-7543</identifier><identifier>DOI: 10.1007/s10586-022-03674-4</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Algorithms ; Business operations ; Chargebacks ; Classification ; Computer &amp; video games ; Computer Communication Networks ; Computer Science ; Correlation coefficients ; Credit card fraud ; Data mining ; Datasets ; Decision trees ; Deep learning ; Feature selection ; Fraud ; Fraud prevention ; Games ; Human error ; Machine learning ; Methods ; Operating Systems ; Processor Architectures ; Recurrent neural networks ; Regression analysis ; Support vector machines ; User behavior</subject><ispartof>Cluster computing, 2023-04, Vol.26 (2), p.927-943</ispartof><rights>The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022</rights><rights>The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973</citedby><cites>FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973</cites><orcidid>0000-0001-9467-3879</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Wei, Yu-Chih</creatorcontrib><creatorcontrib>Lai, You-Xin</creatorcontrib><creatorcontrib>Wu, Mu-En</creatorcontrib><title>An evaluation of deep learning models for chargeback Fraud detection in online games</title><title>Cluster computing</title><addtitle>Cluster Comput</addtitle><description>More and more gamers are willing to pay for games. It has been estimated that the global gaming market is worth nearly US$160 billion. Chargeback services offer gamers the convenience of refund mechanisms but are often used by malicious online gamers to commit fraud, causing huge adverse impacts on the online game industry. To combat chargeback fraud, some online game providers resort to manual checking and blocking of malicious accounts, which may incur huge labor costs in the process. In this research, various deep learning models, including recurrent neural networks, long short-term memory networks, and gated recurrent units, are evaluated on their accuracy and performance in detecting malicious chargebacks in online games. In addition, traditional models, such as decision trees, k-nearest neighbors, support vector machines, and random forests, are also evaluated for comparison. The evaluation results show that the Matthews correlation coefficients of the deep learning models range between 0.84 and 0.97. In addition, the gated recurrent unit and long short-term memory network models also outperform other traditional machine learning models in the experiments in this research. Furthermore, the practical feasibility is also taken into consideration in this research by calculating the time overhead of a single transaction to determine whether there is a significant increase in time costs. Although deep learning models are less efficient than traditional machine learning models, deep learning models remain competent in minimizing losses of online game companies.</description><subject>Algorithms</subject><subject>Business operations</subject><subject>Chargebacks</subject><subject>Classification</subject><subject>Computer &amp; video games</subject><subject>Computer Communication Networks</subject><subject>Computer Science</subject><subject>Correlation coefficients</subject><subject>Credit card fraud</subject><subject>Data mining</subject><subject>Datasets</subject><subject>Decision trees</subject><subject>Deep learning</subject><subject>Feature selection</subject><subject>Fraud</subject><subject>Fraud prevention</subject><subject>Games</subject><subject>Human error</subject><subject>Machine learning</subject><subject>Methods</subject><subject>Operating Systems</subject><subject>Processor Architectures</subject><subject>Recurrent neural networks</subject><subject>Regression analysis</subject><subject>Support vector machines</subject><subject>User behavior</subject><issn>1386-7857</issn><issn>1573-7543</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><recordid>eNp9kEFLwzAUx4MoOKdfwFPAc_WlSZvmOIZTYeBlnkOWvtTOLp1JK_jtzVbBm6f34P1-_wd_Qm4Z3DMA-RAZFFWZQZ5nwEspMnFGZqyQPJOF4Odp5-ksq0JekqsYdwCgZK5mZLPwFL9MN5qh7T3tHa0RD7RDE3zrG7rva-widX2g9t2EBrfGftBVMGOdyAHtSWuT6bvWI23MHuM1uXCmi3jzO-fkbfW4WT5n69enl-VinVnO1JAZxWvrgDFEB7UqSnSlq0sruBXKAbdbXliuVCUrELawzEIugZXOGGu4knxO7qbcQ-g_R4yD3vVj8OmlzhWrcqGgFInKJ8qGPsaATh9CuzfhWzPQx_b01J5O7elTe_oo8UmKCfYNhr_of6wfK85ygw</recordid><startdate>20230401</startdate><enddate>20230401</enddate><creator>Wei, Yu-Chih</creator><creator>Lai, You-Xin</creator><creator>Wu, Mu-En</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>8FE</scope><scope>8FG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><orcidid>https://orcid.org/0000-0001-9467-3879</orcidid></search><sort><creationdate>20230401</creationdate><title>An evaluation of deep learning models for chargeback Fraud detection in online games</title><author>Wei, Yu-Chih ; Lai, You-Xin ; Wu, Mu-En</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Algorithms</topic><topic>Business operations</topic><topic>Chargebacks</topic><topic>Classification</topic><topic>Computer &amp; video games</topic><topic>Computer Communication Networks</topic><topic>Computer Science</topic><topic>Correlation coefficients</topic><topic>Credit card fraud</topic><topic>Data mining</topic><topic>Datasets</topic><topic>Decision trees</topic><topic>Deep learning</topic><topic>Feature selection</topic><topic>Fraud</topic><topic>Fraud prevention</topic><topic>Games</topic><topic>Human error</topic><topic>Machine learning</topic><topic>Methods</topic><topic>Operating Systems</topic><topic>Processor Architectures</topic><topic>Recurrent neural networks</topic><topic>Regression analysis</topic><topic>Support vector machines</topic><topic>User behavior</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Wei, Yu-Chih</creatorcontrib><creatorcontrib>Lai, You-Xin</creatorcontrib><creatorcontrib>Wu, Mu-En</creatorcontrib><collection>CrossRef</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><jtitle>Cluster computing</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Wei, Yu-Chih</au><au>Lai, You-Xin</au><au>Wu, Mu-En</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>An evaluation of deep learning models for chargeback Fraud detection in online games</atitle><jtitle>Cluster computing</jtitle><stitle>Cluster Comput</stitle><date>2023-04-01</date><risdate>2023</risdate><volume>26</volume><issue>2</issue><spage>927</spage><epage>943</epage><pages>927-943</pages><issn>1386-7857</issn><eissn>1573-7543</eissn><abstract>More and more gamers are willing to pay for games. It has been estimated that the global gaming market is worth nearly US$160 billion. Chargeback services offer gamers the convenience of refund mechanisms but are often used by malicious online gamers to commit fraud, causing huge adverse impacts on the online game industry. To combat chargeback fraud, some online game providers resort to manual checking and blocking of malicious accounts, which may incur huge labor costs in the process. In this research, various deep learning models, including recurrent neural networks, long short-term memory networks, and gated recurrent units, are evaluated on their accuracy and performance in detecting malicious chargebacks in online games. In addition, traditional models, such as decision trees, k-nearest neighbors, support vector machines, and random forests, are also evaluated for comparison. The evaluation results show that the Matthews correlation coefficients of the deep learning models range between 0.84 and 0.97. In addition, the gated recurrent unit and long short-term memory network models also outperform other traditional machine learning models in the experiments in this research. Furthermore, the practical feasibility is also taken into consideration in this research by calculating the time overhead of a single transaction to determine whether there is a significant increase in time costs. Although deep learning models are less efficient than traditional machine learning models, deep learning models remain competent in minimizing losses of online game companies.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s10586-022-03674-4</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0001-9467-3879</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 1386-7857
ispartof Cluster computing, 2023-04, Vol.26 (2), p.927-943
issn 1386-7857
1573-7543
language eng
recordid cdi_proquest_journals_2918249064
source Springer Nature
subjects Algorithms
Business operations
Chargebacks
Classification
Computer & video games
Computer Communication Networks
Computer Science
Correlation coefficients
Credit card fraud
Data mining
Datasets
Decision trees
Deep learning
Feature selection
Fraud
Fraud prevention
Games
Human error
Machine learning
Methods
Operating Systems
Processor Architectures
Recurrent neural networks
Regression analysis
Support vector machines
User behavior
title An evaluation of deep learning models for chargeback Fraud detection in online games
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-04T17%3A03%3A43IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=An%20evaluation%20of%20deep%20learning%20models%20for%20chargeback%20Fraud%20detection%20in%20online%20games&rft.jtitle=Cluster%20computing&rft.au=Wei,%20Yu-Chih&rft.date=2023-04-01&rft.volume=26&rft.issue=2&rft.spage=927&rft.epage=943&rft.pages=927-943&rft.issn=1386-7857&rft.eissn=1573-7543&rft_id=info:doi/10.1007/s10586-022-03674-4&rft_dat=%3Cproquest_cross%3E2918249064%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c319t-a93dcf011eef0d956ef6fd6c43c49f03cb35c39987804c5c1c027016faaca3973%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2918249064&rft_id=info:pmid/&rfr_iscdi=true