How World of Warcraft lost the hype

An agent-based model of user subscription behavior in World of Warcraft. The model attempts to explain subscription behavior based on two user categories (social and challenge seeker). After changes on in-game mechanic design user behavior adapts.

Model output suggests that the core decline depended on “challenge motivation” players churn affected “social motivation” players losing critical mass. It also indicates that the active users would decline fast at first but level out through the years. This model was done on December 2013 for a term project paper.

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