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Paying Customer, not Necessarily a Retained Customer in Freemium Games

Authors
Lee, JaeJunEom, SoyounYan, Chenyu
Issue Date
Oct-2024
Publisher
Association for Computing Machinery, Inc
Keywords
free-to-play; game analysis; in-app purchase; mobile games; payer retention
Citation
CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp 151 - 156
Pages
6
Indexed
SCOPUS
Journal Title
CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
Start Page
151
End Page
156
URI
https://scholarx.skku.edu/handle/2021.sw.skku/119103
DOI
10.1145/3665463.3678814
Abstract
Mobile games have become mainstream in the gaming market, generating revenue primarily through the Free-to-Play (F2P) model. The F2P business model influences game design and service methodologies, requiring new efforts to enhance player satisfaction through game services. The F2P business model has led to strategies aimed at early player conversion. To assess the effectiveness of early-stage conversion strategies, we analyzed data from an idle RPG game called “Dealers Only Squad”. We examined the relationship between the time taken from signing up to the game to making the first in-app purchase and retention, presenting findings on ‘Payer Retention’. Analysis has shown that a 1-day delay in the first in-app purchase improved average D+1 day retention by 0.29%-points and D+7 day retention by 1.35%-points. Based on these findings, the study suggests that in-app purchases made in the early stages can induce a negative gaming experience and increase churn rather than maintain retention, partially criticizing the effectiveness of early-stage conversion strategies. © 2024 Copyright held by the owner/author(s).
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