--- id: wiki-2026-0508-리텐션-retention title: 리텐션 (Retention) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Retention, User Retention, Player Retention, D1/D7/D30] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, product, kpi, growth, monetization] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: SQL/Python framework: BigQuery / dbt --- # 리텐션 (Retention) ## 매 한 줄 > **"매 리텐션은 game/product의 진정한 PMF(product-market fit) 신호다"**. 매 acquisition은 marketing이 만들지만 retention은 product 자체의 함수이며 매 D1/D7/D30 retention curve 의 shape 가 LTV·CAC·viability 를 결정한다. ## 매 핵심 ### 매 Retention 정의 - **Classic (N-day)**: 매 cohort 의 day-N 재방문 비율. D1, D7, D30 이 standard. - **Rolling N-day**: 매 day-N±k window 내 재방문 — mobile 에 적합. - **Bracket**: 매 누적 active in [N1, N2] window — mature product 에 적합. ### 매 모바일 게임 benchmark (2026) - **Hyper-casual**: D1 35-40%, D7 10-15%, D30 3-5%. - **Mid-core**: D1 45-55%, D7 20-25%, D30 8-12%. - **Hardcore RPG**: D1 50-60%, D7 30-40%, D30 15-20%. - **Top decile**: 매 D1 ≥ 55%, D7 ≥ 30%, D30 ≥ 15%. ### 매 Retention drivers - **Onboarding**: 매 first-session 5-min 의 magic moment 도달 비율. - **Daily habit**: 매 daily login reward, daily quest, energy regen. - **Social**: 매 guild, friend list, leaderboard. - **Progression**: 매 visible mastery curve (level, gear, collection). - **Live ops**: 매 limited-time events, seasonal pass, FOMO. ### 매 응용 1. 매 D1 < 30% → onboarding/first-session 문제. 매 fix 우선순위 1. 2. 매 D1 OK but D7 cliff → core loop 단조 → progression/variety 부족. 3. 매 D30 OK but stagnant → endgame/social content 부족. ## 💻 패턴 ### Cohort retention SQL ```sql WITH cohort AS ( SELECT user_id, DATE(MIN(event_time)) AS install_date FROM events WHERE event = 'install' GROUP BY user_id ), activity AS ( SELECT e.user_id, c.install_date, DATE_DIFF(DATE(e.event_time), c.install_date, DAY) AS day_n FROM events e JOIN cohort c USING (user_id) WHERE e.event = 'session_start' ) SELECT install_date, day_n, COUNT(DISTINCT user_id) AS retained, COUNT(DISTINCT user_id) * 1.0 / FIRST_VALUE(COUNT(DISTINCT user_id)) OVER (PARTITION BY install_date ORDER BY day_n) AS retention_rate FROM activity WHERE day_n IN (0,1,3,7,14,30) GROUP BY install_date, day_n; ``` ### Retention curve fit (power law) ```python import numpy as np from scipy.optimize import curve_fit def power_law(d, a, b): return a * (d + 1) ** -b days = np.array([1,3,7,14,30,60]) ret = np.array([0.45, 0.30, 0.22, 0.16, 0.10, 0.07]) (a, b), _ = curve_fit(power_law, days, ret) # extrapolate D90, D365 print(power_law(90, a, b), power_law(365, a, b)) ``` ### LTV from retention + ARPDAU ```python def ltv(retention_curve, arpdau, horizon_days=365): return sum(retention_curve(d) * arpdau for d in range(1, horizon_days+1)) ``` ### Daily login streak service ```typescript async function claimDailyReward(userId: string) { const u = await users.get(userId); const today = todayUTC(); if (u.lastLoginDate === today) throw new Error('already-claimed'); const isContinuation = u.lastLoginDate === yesterdayUTC(); const newStreak = isContinuation ? u.streak + 1 : 1; const reward = REWARD_TABLE[Math.min(newStreak - 1, REWARD_TABLE.length - 1)]; await users.update(userId, { streak: newStreak, lastLoginDate: today }); await inventory.grant(userId, reward); return { streak: newStreak, reward }; } ``` ### Churn risk model (lightweight) ```python # features: days_since_install, sessions_last_7d, spend_total, level, social_count # label: churned (no session in next 14 days) from sklearn.ensemble import GradientBoostingClassifier clf = GradientBoostingClassifier(max_depth=3, n_estimators=200) clf.fit(X_train, y_train) # segment top-K churn-risk users → targeted re-engagement push ``` ### Re-engagement campaign trigger ```typescript // trigger if user inactive 3-7 days, segment by spend, send personalized offer async function triggerReengagement() { const candidates = await db.query(` SELECT user_id, last_session, total_spend, favorite_mode FROM users WHERE last_session BETWEEN NOW() - INTERVAL 7 DAY AND NOW() - INTERVAL 3 DAY `); for (const c of candidates) { const offer = c.total_spend > 50 ? 'whale_comeback' : 'soft_nudge'; await push.send(c.user_id, OFFER_TEMPLATES[offer](c)); } } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | D1 낮음 | Onboarding/FTUE 재설계, magic moment time-to-fun ↓ | | D7 cliff | Daily habit loop (login reward, quest), variety injection | | D30 정체 | Endgame, guild/social, seasonal pass | | Whale retention | Personalized live-ops, VIP CS, exclusive events | | New genre | Power-law extrapolation 의 X — empirical curve 만 trust | **기본값**: 매 D1/D7/D30 cohort tracking + power-law LTV proxy + churn-risk segmentation. ## 🔗 Graph - 응용: [[디아블로_2(Diablo_II)]] · [[클래시_로얄(Clash_Royale)]] · [[알비온_온라인(Albion_Online)]] · [[가차(Gacha)]] - Adjacent: [[부분_유료화(Free-to-Play)]] · [[하이브리드_수익화(Hybrid_Monetization)]] ## 🤖 LLM 활용 **언제**: 매 retention curve 진단, segment 별 churn 원인 hypothesis, live-ops content idea, A/B test design. **언제 X**: 매 specific causation 결론 (correlation only without experiment), 매 individual user prediction (privacy/legal). ## ❌ 안티패턴 - **Vanity DAU**: 매 retention 무시한 acquisition push → CAC payback 실패. - **D1 만 보기**: 매 D7/D30 무시 → long-term LTV 왜곡. - **Linear extrapolation**: 매 retention 은 power-law — 매 linear projection 은 LTV 과대평가. - **Forced daily login**: 매 punishment-based streak → resentment + uninstall. - **Pay-to-retain**: 매 monetization 위 retention 의존 → churn rate 가속. ## 🧪 검증 / 중복 - Verified (GameAnalytics 2025 benchmarks, Sensor Tower 2025 mobile gaming report, "Lean Analytics" Croll/Yoskovitz). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — D1/D7/D30 cohort + LTV + churn patterns |