[Home] [Groups] - Message: [Prev in Group] [Next in Group]
29471: [MUD-Dev] [BIZ] Defining 'churhn' in relation to MMO games
[Full Header] [Plain Text]
From: "Tom \"cro\" Gordon" <cro@alienpants.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 6 Jan 2004 15:55:54 +0000
Organization: Kanga.Nu
Hello,
I'm among the speakers at next month's ELSPA conference on online
games in London, and whilst preparing my presentation, some
examples that discuss 'churn' started throwing up some odd results
when different models were applied to the figures.
Which got me to thinking about churn itself when applied to MMO
games. So here's a question for everyone:
How do you define churn?
Personally I view churn as the percentage of the subscriber base
as a whole who leave during a set period. For example, if you have
1,000 subscribers, and 20% churn, this means that 200 of those
subscribers will leave in the given period.
There are other, more esoteric methods of defining what churn is
such as one that uses a formula to define churn based on the average
length a customer remains a subscriber in terms of months, then uses
this to define a yearly churn value.
So how do you define it? How do you fit it into your business
models? What does churn mean to you?
Tom Gordon
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev