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18
players (
P), or
quitters (
Q) as a function of time. Observe that the sum of these
categories of individuals is always 100%. At
t = 0, there are only
potential players
and no
players or
quitters (i.e.,
B = 100% and
P =
Q = 0%).
As time increases, more
and more
potential players become
players, who, after some time,
leave the game
and become
quitters. However,
quitters may rejoin the game and become
players
again. Eventually (in the figure, for
t > 90), all individuals are either
players or
quitters.
From the form
of the differential equations, important conclusions can be
drawn without solving the equations:
5
If there are no innovators
among the potential players, the time it takes for the
game to reach sufficient popularity may be long in
the same way as in the Bass
model with only imitators. The game may then be prematurely withdrawn from
the market.
5
To prolong
the lifetime of the game, quitters must be stimulated to rejoin the
game. This requires frequently updating of the game with interesting new features.
Time (in months)
Share of total population
0
0
10
20
30
40
50
60
70
80
90
100
20
40
60
80
100
120
B
P
Q
.
Fig. 18.7 Plot of the BPQ model. (Authors’ own figure)
18.4 · Models for Massive Multiplayer Online Games
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18
5
Updating of the game may also stimulate current
players to continue to play,
thereby reducing the rate by which payers are leaving the game.
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