{"id":{"repo_id":"reykjavik","oai_identifier":"oai:skemman.is:1946/26836"},"canonical_url":"https://search.dev.ndltd.org/etd/reykjavik/oai:skemman.is:1946/26836","repository":{"repo_id":"reykjavik","name":"Reykjavík University","base_url":"https://skemman.is/oai/request"},"display":{"title":"The peculiar problems of the gaming industry : customer retention in MMOPRGs","abstract":"In this thesis I explore the circumstance of MMORPGs losing subscribers. I suspect that they stop playing because of three intertwined and connected reasons 1. Wrong product placement 2. Only acquisition marketing 3. Not enough knowledge about the customers A survey showed that players stop playing because MMORPGs stop being fun and start getting boring from a certain point on. Gamers who took part in the survey named their individual reasons why the game became unfunny and boring. On the basis of these individual complaints I have divided the gamers who quit into eight categories and suggest a retention marketing that individualises the player experience accordingly.","abstract_html":"In this thesis I explore the circumstance of MMORPGs losing subscribers. I suspect that they stop playing because of three intertwined and connected reasons 1. Wrong product placement 2. Only acquisition marketing 3. Not enough knowledge about the customers A survey showed that players stop playing because MMORPGs stop being fun and start getting boring from a certain point on. Gamers who took part in the survey named their individual reasons why the game became unfunny and boring. On the basis of these individual complaints I have divided the gamers who quit into eight categories and suggest a retention marketing that individualises the player experience accordingly.","abstract_has_math":false,"creators":["Müntner, Cindy Sheela, 1985-"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Háskólinn í Reykjavík"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2017,"date_issued":"2017-02-13","date_published":"2017-02-13","updated_at":"2026-07-27T20:41:33Z","subjects":["Alþjóðaviðskipti og markaðsfræði","Markaðssetning","Tölvuleikir","Meistaraprófsritgerðir","International business","Marketing","Computer games"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/1946/26836","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Háskólinn í Reykjavík"]},{"key":"dc:creator","label":"Author","values":["Müntner, Cindy Sheela, 1985-"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2017-02-13T10:35:37Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2017-02-13T10:35:37Z"]},{"key":"dc:date.issued","label":"Date","values":["2017-02-13"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Alþjóðaviðskipti og markaðsfræði","Markaðssetning","Tölvuleikir","Meistaraprófsritgerðir","International business","Marketing","Computer games"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/1946/26836"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["In this thesis I explore the circumstance of MMORPGs losing subscribers. I suspect that they stop playing because of three intertwined and connected reasons 1. Wrong product placement 2. Only acquisition marketing 3. Not enough knowledge about the customers A survey showed that players stop playing because MMORPGs stop being fun and start getting boring from a certain point on. Gamers who took part in the survey named their individual reasons why the game became unfunny and boring. On the basis of these individual complaints I have divided the gamers who quit into eight categories and suggest a retention marketing that individualises the player experience accordingly."]},{"key":"dc:title","label":"Title","values":["The peculiar problems of the gaming industry : customer retention in MMOPRGs"]}]}],"canonical_facts":{"dc:contributor":["Háskólinn í Reykjavík"],"dc:creator":["Müntner, Cindy Sheela, 1985-"],"dc:date.accessioned":["2017-02-13T10:35:37Z"],"dc:date.available":["2017-02-13T10:35:37Z"],"dc:date.issued":["2017-02-13"],"dc:description.abstract":["In this thesis I explore the circumstance of MMORPGs losing subscribers. I suspect that they stop playing because of three intertwined and connected reasons 1. Wrong product placement 2. Only acquisition marketing 3. Not enough knowledge about the customers A survey showed that players stop playing because MMORPGs stop being fun and start getting boring from a certain point on. Gamers who took part in the survey named their individual reasons why the game became unfunny and boring. On the basis of these individual complaints I have divided the gamers who quit into eight categories and suggest a retention marketing that individualises the player experience accordingly."],"dc:identifier.uri":["http://hdl.handle.net/1946/26836"],"dc:language.iso":["en"],"dc:subject":["Alþjóðaviðskipti og markaðsfræði","Markaðssetning","Tölvuleikir","Meistaraprófsritgerðir","International business","Marketing","Computer games"],"dc:title":["The peculiar problems of the gaming industry : customer retention in MMOPRGs"],"dc:type":["Thesis"]},"updated_at":"2026-07-27T20:41:33Z"}