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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.3 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-리텐션-retention 리텐션 (Retention) 10_Wiki/Topics verified self
Retention
User Retention
Player Retention
D1/D7/D30
none A 0.9 applied
game-design
product
kpi
growth
monetization
2026-05-10 pending
language framework
SQL/Python 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

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)

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

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

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)

# 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

// 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

🤖 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