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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸°úÇÐȸ ³í¹®Áö > Á¤º¸°úÇÐȸ³í¹®Áö (Journal of KIISE)

Á¤º¸°úÇÐȸ³í¹®Áö (Journal of KIISE)

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ÇѱÛÁ¦¸ñ(Korean Title) ¿Â¶óÀÎ °ÔÀÓ ³» ÃÖ°í ·¹º§ À¯ÀúÀÇ ÀÌÅ» ºÐ¼®
¿µ¹®Á¦¸ñ(English Title) Churn Analysis of Maximum Level Users in Online Games
ÀúÀÚ(Author) ¹Ú°Ç¿ì   Â÷¹Ì¿µ   Kunwoo Park   Meeyoung Cha  
¿ø¹®¼ö·Ïó(Citation) VOL 44 NO. 03 PP. 0314 ~ 0322 (2017. 03)
Çѱ۳»¿ë
(Korean Abstract)
´ë±Ô¸ð ´ÙÁß »ç¿ëÀÚ ¿Â¶óÀÎ ·ÑÇ÷¹À× °ÔÀÓ À¯ÀúµéÀº ½Ã³ª¸®¿À¸¦ µû¶ó ÁÖ¾îÁø ÀÓ¹«µéÀ» ¼öÇàÇϸç ÃÖ°í ·¹º§À» ÇâÇØ Ä³¸¯Å͸¦ ¼ºÀå½ÃŲ´Ù. ÃÖ°í ·¹º§ À¯Àú¸¦ º¸À¯ÇÏ´Â °ÍÀÌ ¿Â¶óÀÎ °ÔÀÓÀÇ ¼º°øÀû ¿î¿µ¿¡ Áß¿äÇÔ¿¡µµ ºÒ±¸ÇÏ°í À̵鿡 ´ëÇÑ ¿¬±¸´Â Å©°Ô ÀÌ·ç¾îÁöÁö ¾Ê¾Ò´Ù. ÀÌ ¿¬±¸¿¡¼­´Â 5¸¸¿©¸í À¯Àúµé¿¡ ÀÇÇØ ±â·ÏµÈ ¾à 6õ¸¸ °ÇÀÇ °ÔÀÓ ³» ·Î±× µ¥ÀÌÅÍ ºÐ¼®À» ÅëÇØ À¯ÀúµéÀÌ ÃÖ°í ·¹º§¿¡ µµ´ÞÇÏ´Â °úÁ¤°ú ±× ÀÌÈÄ °ÔÀÓ ÀÌÅ» Çö»óÀ» ºÐ¼®Çϸç, ÃÖ°í ·¹º§ À¯ÀúÀÇ ÀÌÅ»¿¡ ¿µÇâÀ» ¹ÌÄ¡´Â ¿äÀÎÀ» ÀÌÇØÇÏ°íÀÚ ÇÑ´Ù. ºÐ¼®°á°ú, ÃÖ°í ·¹º§ ÀÌÀüÀÇ Çൿ ÆÐÅÏÀ» ÀÌ¿ëÇØ ÃÖ°í ·¹º§ À¯ÀúÀÇ ÀÌÅ»À» ¿¹ÃøÇÒ ¼ö ÀÖÀ¸¸ç, ÃÖ°í ·¹º§ ÀÌÀü¿¡ »çȸÀûÀ¸·Î È°¹ßÇÏ°í ¸¹Àº »ç¶÷µé°ú ´ëÈ­ÇÏ´Â °ÔÀ̸Ӱ¡ ´ú ¶°³­´Ù´Â °ÍÀ» ¹ß°ßÇÏ¿´´Ù(p<0.05). ÀÌ ¿¬±¸´Â À¯Àú°£ ¼ÒÅë ÆÐÅÏÀÌ ÃÖ°í ·¹º§¿¡ µµ´ÞÇÑ À¯ÀúµéÀÇ Áö¼ÓÀûÀÎ »ç¿ë¿¡ ÁÖ¿äÇÑ ¿äÀÎÀÓÀ» È®ÀÎÇϸç, ¿¤¸®Æ® À¯ÀúÀÇ Áö¼ÓÀûÀÎ °ÔÀÓ ÀÌ¿ëÀ» À¯µµÇÏ´Â ½Ç¹«Àû ½Ã»çÁ¡À» Á¦°øÇÑ´Ù.
¿µ¹®³»¿ë
(English Abstract)
In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.
Å°¿öµå(Keyword) ¿Â¶óÀÎ °ÔÀÓ   ÃÖ°í ·¹º§   À¯Àú ÀÌÅ» ¹®Á¦   ¼ÒÅë ÆÐÅÏ   online games   maximum level   user churn problem   communication patterns  
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