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...
Saved in:
Published in: | Cluster computing 2023-04, Vol.26 (2), p.927-943 |
---|---|
Main Authors: | , , |
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 & 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 & 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 & 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 & 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 & Aerospace Database</collection><collection>ProQuest Advanced Technologies & 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 |