Browse > Article
http://dx.doi.org/10.7737/JKORMS.2014.39.4.115

The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers  

Son, Jungmin (Yonsei University, School of Business)
Jo, Wooyong (Yonsei University, School of Business)
Choi, Jeonghye (Yonsei University, School of Business)
Publication Information
Abstract
The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.
Keywords
Online Game; Customer Retention; Customer Defection; Churn Analysis; Learning; Playing; Achievement;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 Cegarra-Navarro, J.G. and F. Dewhurst, "Linking Organizational Learning and Customer Capital through an Ambidexterity Context : An Empirical Investigation in SMEs 1," The International Journal of Human Resource Management, Vol.18, No.10(2007), pp.1720-1735.   DOI
2 Crosby, L.A. and N. Stephens, "Effects of Relationship Marketing on Satisfaction, Retention, and Prices in the Life Insurance Industry," Journal of Marketing Research, Vol.24, No.4(1987), pp.404-411.   DOI   ScienceOn
3 Davis, F.D., "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology," MIS Quarterly, Vol.13, No.3(1989), pp.319-340.   DOI   ScienceOn
4 Heskett, J.L., W.E. Sasser, and C.W. Hart, Service Breakthroughs-Changing the Rules of the Game, The Free Press, NewYork, 1990.
5 Dube, J., G.J. Hitsch, and P.E. Rossi, "State Dependence and Alternative Explanations for Consumer Inertia," The RAND Journal of Economics, Vol.41, No.3(2010), pp.417-445.   DOI
6 Fleming, J.H., C. Coffman, and J.K. Harter, "Manage Your Human Sigma," Harvard Business Review, Vol.83, No.7(2005), pp.106-114.
7 Gupta, S. and V. Zeithaml, "Customer metrics and their impact on financial performance," Marketing Science, Vol.25, No.6(2006), pp. 718-739.   DOI
8 Howard, M., R. Vidgen, P. Powell, and J. Powell, "Exploring the Use of QPID : A Collaborative Study of B2B in the Automotive Industry," Omega, Vol.35, No.4(2007), pp.451-464.   DOI
9 Kuss, D.J., J. Louws, and R.W. Wiers, "Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games," Cyberpsychology, Behavior, and Social Networking, Vol.15, No.9(2012), pp.480-485.   DOI
10 Reinartz, W.J. and V. Kumar, "On the Profitability of Long-life Customers in a Noncontractual Setting: An Empirical Investigation and Implications for Marketing," The Journal of Marketing, Vol.64, No.4(2000), pp.17-35.   DOI   ScienceOn
11 Rethans, A.J., J.L. Swasy, and L.J. Marks, "Effects of Television Commercial Repetition, Receiver Knowledge, and Commercial length : A Test of the Two-factor Model," Journal of Marketing Research, Vol.23, No.1 (1986), pp.50-61.   DOI
12 Robey, D., M.C. Boudreau, and G.M. Rose, "Information Technology and Organizational Learning : A Review and Assessment of Research," Accounting Management and Information Technologies, Vol.10, No.2(2000), pp.125-155.   DOI
13 Ryu, G. and L. Feick, "A Penny for Your Thoughts : Referral Reward Programs and Referral Likelihood," Journal of Marketing, Vol.71, No.1(2007), pp.84-94.
14 Schmitt, P., B. Skiera, and C.V. Bulte, "Referral Programs and Customer Value," Journal of Marketing, Vol.75, No.1(2011), pp.46-59.   DOI
15 Shin, S., S. Misra, and D. Horsky, "Disentangling Preferences and Learning in Brand Choice Models," Marketing Science, Vol.31, No.1(2012), pp.115-137.   DOI
16 Yee, N., "Motivations for Play in Online Games," CyberPsychology and Behavior, Vol.9, No.6(2006), pp.772-775.   DOI   ScienceOn
17 Yee, N., The Proteus Effect : Behavioral Modification via Transformations of Digital Self-representation, Diss. Stanford University, 2007.
18 Yi, Y., "A Critical Review of Consumer Satisfaction," Review of Marketing, Vol.4, No.1(1990), pp.68-123.
19 박성주, "협업 필터링 기반 상품 추천에서의 평가 횟수와 성능", 한국경영과학회지, 제31권, 제2호(2006), pp.27-39.   과학기술학회마을
20 조남재, 백승익, 류경문, "온라인 게임 충성도에 미치는 영향요인에 관한 연구", 한국경영과학회지, 제26권, 제2호(2001), pp.85-96.   과학기술학회마을
21 백승익, 송영석, "온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구", 한국경영과학회지, 제29권, 제1호 (2004), pp.71-85.   과학기술학회마을
22 이웅규, 권정일, "온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교", 한국경영과학회지, 제30권, 제4호(2005), pp.131-150.   과학기술학회마을
23 한국콘텐츠진흥원, 2013 대한민국 게임백서 요약본, 2013.
24 Alba, J.W. and J.W. Hutchinson, "Dimensions of Consumer Expertise," Journal of Consumer Research, Vol.13, No.4(1987), pp.411-454.   DOI   ScienceOn
25 Anderson, E.W. and M.W. Sullivan, "The antecedents and consequences of customer satisfaction for firms," Marketing science, Vol.12, No.2(1993), pp.125-143.   DOI   ScienceOn
26 Blattberg, R.C. and J. Deighton, "Manage Marketing by the Customer Equity Test," Harvard Business Review, Vol.74, No.4 (1996), pp.136-144.
27 Campbell, D. and F. Frei, "Cost structure, customer profitability, and retention implications of self-service distribution channels: Evidence from customer behavior in an online banking channel," Management Science, Vol.56, No.1(2010), pp.4-24.   DOI
28 Chang, C., "The Effect of the Number of Product Subcategories on Perceived Variety and Shopping Experience in an Online Store," Journal of Interactive Marketing, Vol.25, No.3(2011), pp.159-168.   DOI
29 Lewis, M., "The influence of loyalty programs and short-term promotions on customer retention," Journal of Marketing Research, Vol.41, No.3(2004), pp.281-292.   DOI   ScienceOn
30 Lattin, J.M. and L. McAlister, "Using a Variety-seeking Model to Identify Substitute and Complementary Relationships Among Competing Products," Journal of Marketing Research, Vol.22, No.3(1985), pp.330-339.   DOI   ScienceOn
31 Lewis, M., "Customer acquisition promotions and customer asset value," Journal of Marketing Research, Vol.43, No.2(2006), pp.195-203.   DOI
32 Lo, D., M. Ghosh, and F. Lafontaine, "The Incentive and Selection Roles of Sales Force Compensation Contracts," Journal of Marketing Research, Vol.48, No.4(2011), pp.781-798.   DOI
33 Neckerman, K.M. and R.M. Fernandez, "Keeping a Job : Network Hiring and Turnover in a Retail Bank," Research in the Sociology of Organizations, Vol.20(2003), pp.299-318.   DOI
34 Neslin, S., S. Gupta, W. Kamakura, J. Lu, and C. Mason, "Defection Detection : Measuring and Understanding the Predictive Accuracy of Customer Churn Models," Journal of Marketing Research, Vol.43, No.2(2006), pp.204-211.   DOI   ScienceOn
35 PWC, Globlal Entertainment and Media Outlook, 2013.
36 Oliver, R., Satisfaction : A Behavioral Perspective on the Consumer, McGraw-Hill, New York, 1997.
37 Osborne, M., "Consumer Learning, Switching Costs, and Heterogeneity : A Structural Examination," Quantitative Marketing and Economics, Vol.9, No.1(2011), pp.25-70.   DOI
38 Pritchard, J.O., "A Member's Lifetime Value," Association Management, Vol.43, No.6(1991), pp.35-39.
39 Zeithaml, V.A. and A. Parasuraman, "Service Quality," MSI Relevant Knowledge Series, 2004.
40 Wu, C. and H.L. Chen, "Counting Your Customers : Compounding Customer's In-store Decisions, Interpurchase Time and Repurchasing Behavior," European Journal of Operational Research, Vol.127, No.1(2000), pp.109-119.   DOI
41 Manchanda, P., J.P. Dubé, K.Y. Goh, and P.K. Chintagunta, "The Effect of Banner Advertising on Internet Purchasing," Journal of Marketing Research, Vol.43, No.1(2006), pp.98-108.   DOI