Cited by 85Digital Games and MediaEducational Games and GamificationCustomer churn and segmentation

If you build it they might stay: retention mechanisms in World of Warcraft

Debeauvais, Thomas, Nardi, Bonnie, Schiano, Diane J., Ducheneaut, Nicolas, Yee, Nicholas·2011·Proceedings of the 6th International Conference on Foundations of Digital Games

Abstract

We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player commitment, we use the following metrics: weekly play time, stop rate and number of years respondents have been playing the game. The cross-cultural sample is composed of 2865 World of Warcraft players from North-America, Europe, Taiwan, and Hong-Kong who completed an online questionnaire. We differentiate players in terms of demographic categories including age, region, gender and marital status.

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Crossref · 10.1145/2159365.2159390

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Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Probability models have been traditionally used for customer-base analysis.

    “In particular, probability models have been traditionally used for customer-base analysis [149].”

    From A Survey on Churn Analysis in Various Business Domains (2020) · cites this paper as [149]

  • The beta-geometric/beta-binomial (BG/BB) model can be used; the beta-geometric model fits the retention rate and the beta-binomial distribution fits the consumer purchasing behavior.

    “As another method, the beta-geometric/beta-binomial (BG/BB) model can be used.In this model, the beta-geometric model fits the retention rate and the beta-binomial distribution fits the consumer purchasing behavior [149].”

    From A Survey on Churn Analysis in Various Business Domains (2020) · cites this paper as [149]

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Authors
Debeauvais, T., Nardi, B., Schiano, D. J., Ducheneaut, N., & Yee, N.
Affiliations
  • University of California, Irvine (US)
  • Sofia University (US)
  • Palo Alto Research Center (US)
Venue
Proceedings of the 6th International Conference on Foundations of Digital Games
Publisher
ACM
Published
2011-06-29
Pages
180-187
OpenAlex
W2059056730
Cited by
85
References
0
Citations by year
2026: 1 · 2025: 1 · 2024: 1 · 2023: 7 · 2022: 1 · 2021: 7 · 2020: 7 · 2019: 12 · 2018: 13 · 2017: 7 · 2016: 5 · 2015: 7 · 2014: 6 · 2013: 7 · 2012: 1
FWCI
13.99
Type
conference paper
Language
en
Open access
closed
Locations
International Conference on the Foundations of Digital Games (FDG) (publishedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Business, Management and Accounting › Marketing › Customer churn and segmentation
Keywords
player retention, player commitment, massively multiplayer online games, customer retention, customer commitment, gameplay, World of Warcraft, cross-cultural comparison, demographic differences, play time

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