It's not a 'World of Warcraft' per-se, but more of a 'Township of Warcraft'
March 24, 2006 8:57 AM
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Any idea as to the retention rates of users in online games such as World of Warcraft?
After reading the new Wired, I just started learning about virtual property where you can sell the goods and stuff you earn playing games like World of Warcraft and Everquest. I'm not a gamer, but I find the idea really interesting and may be signing up myself soon...
However, after thinking about it, I was concerned that if you don't pay for a month, or if you get kicked out of the game, that would be akin to giving away a stack of money, somewhat like closing a credit card and losing your air miles in a way. So, I was trying to figure out: in the bigger online games - Everquest, WoW, Second Life, There, whatever other big ones are out there - how many people stay on as users month after month, and keep playing? I've found a bit of info on population as a whole for a few games via Wikipedia (see WoW's), but I have no idea as to how many people play most of them month after month, where to find out what percentage stay month after month, what percentage pack up and leave, and how many new gamers come... Any clues? Hope me, AskMeFi gamers!
posted by evadery to computers & internet (9 comments total)
I can tell you that WoW, at the very least, had psychologists involved with the design... they explicitly _tried_ to make it addictive. I'd guess they lose no more than 5% of their population in any given month, and they get new signups far faster.
Also note that someone can stop paying/playing for awhile, and then reactivate the account again later, so a lost customer isn't permanently lost.
posted by Malor at 9:01 AM on March 24, 2006