Predictive Modeling via K-Nearest Neighbors (KNN)
This project investigates player engagement within a Minecraft environment to predict whether a user will subscribe to a game-related newsletter. By analyzing Age and Played Hours, we built a classification model to help marketing teams target potential subscribers more effectively.
Using the tidymodels framework in R, the analysis followed a rigorous data science workflow:
The model demonstrated that played hours and age are adequate exploratory variables for predicting player behavior. A significant finding was the exceptionally high recall (97.2%), suggesting the model is highly effective at identifying nearly all potential subscribers, making it a valuable tool for engagement-driven marketing strategies.
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