d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
188 lines
5.5 KiB
Markdown
188 lines
5.5 KiB
Markdown
---
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id: wiki-2026-0508-dynamic-offers
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title: Dynamic Offers
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [dynamic-offer, contextual-offer, personalized-offer]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [monetization, mobile, offers, personalization, live-ops]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: live-ops-offer
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---
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# Dynamic Offers
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## 매 한 줄
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> **"매 player state 에 매 따라 매 individually-tailored 의 매 IAP bundle"**. 매 static catalog 의 evolution — 매 trigger event + 매 player feature + 매 ML scoring. 매 2026 mobile 의 매 default monetization surface — 매 LTV uplift 매 15-40%.
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## 매 핵심
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### 매 trigger 종류
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- **Lifecycle**: 매 install D1, 매 first-defeat, 매 churn-risk.
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- **Progression**: 매 level-up, 매 stage-clear, 매 stuck (3 fails).
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- **Event**: 매 holiday, 매 weekend, 매 anniversary.
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- **Contextual**: 매 low-resource, 매 PvP loss-streak.
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### 매 offer 구성 요소
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- **Price tier**: 매 $0.99 / $4.99 / $19.99 / $99.99.
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- **Contents**: 매 currency + items + cosmetic.
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- **Value display**: 매 "300% value" / "Best deal".
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- **Urgency**: 매 timer, 매 limited inventory.
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- **Eligibility**: 매 player feature gated.
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### 매 응용
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1. 매 starter pack (D1 high-conversion).
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2. 매 stuck-pack (frustration relief).
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3. 매 win-back (churned player 복귀).
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## 💻 패턴
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### Offer eligibility engine
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```typescript
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type OfferRule = {
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id: string;
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predicate: (p: PlayerState) => boolean;
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weight: number;
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cooldown_hours: number;
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};
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const RULES: OfferRule[] = [
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{
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id: "starter_pack",
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predicate: p => p.spend_total === 0 && p.session_count > 5,
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weight: 100,
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cooldown_hours: 24 * 7,
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},
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{
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id: "stuck_pack",
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predicate: p => p.consecutive_losses >= 3,
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weight: 50,
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cooldown_hours: 6,
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},
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{
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id: "winback",
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predicate: p => p.days_since_last_session >= 7 && p.spend_total > 0,
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weight: 80,
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cooldown_hours: 24 * 14,
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},
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];
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function selectOffer(p: PlayerState, now: number): OfferRule | null {
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const eligible = RULES
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.filter(r => r.predicate(p))
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.filter(r => !inCooldown(p, r.id, now, r.cooldown_hours));
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if (!eligible.length) return null;
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return weightedPick(eligible);
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}
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```
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### Price-tier model (player-specific)
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```typescript
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function suggestPriceTier(p: PlayerState): number {
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const tiers = [0.99, 4.99, 9.99, 19.99, 49.99, 99.99];
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if (p.spend_total === 0) return 4.99; // starter
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const avg = p.spend_total / Math.max(1, p.purchase_count);
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// Pick tier near player's typical spend
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let best = tiers[0];
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for (const t of tiers) {
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if (Math.abs(t - avg) < Math.abs(best - avg)) best = t;
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}
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return best;
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}
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```
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### Bundle value calculator
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```typescript
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type BundleItem = { id: string; quantity: number; reference_price: number };
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function bundleValueRatio(items: BundleItem[], price: number): number {
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const total_ref = items.reduce((s, i) => s + i.quantity * i.reference_price, 0);
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return total_ref / price;
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}
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function valueLabel(ratio: number): string {
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if (ratio >= 5) return "BEST DEAL";
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if (ratio >= 3) return "GREAT VALUE";
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if (ratio >= 2) return "GOOD VALUE";
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return "";
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}
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```
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### Urgency timer rendering
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```typescript
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class OfferTimer {
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expires_at: number;
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remainingLabel(now: number): string {
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const sec = Math.max(0, Math.floor((this.expires_at - now) / 1000));
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if (sec > 3600) return `${Math.floor(sec / 3600)}h ${Math.floor((sec % 3600) / 60)}m`;
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if (sec > 60) return `${Math.floor(sec / 60)}m ${sec % 60}s`;
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return `${sec}s`;
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}
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isExpired(now: number) {
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return now >= this.expires_at;
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}
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}
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```
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### Conversion-rate A/B harness
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```typescript
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async function logOfferEvent(player_id: string, offer_id: string, event: "shown" | "clicked" | "purchased") {
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await analytics.track({
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user_id: player_id,
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event: `offer_${event}`,
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properties: { offer_id, ts: Date.now() },
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});
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}
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async function offerConversionRate(offer_id: string, since_ms: number) {
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const shown = await analytics.count({ event: "offer_shown", offer_id, since: since_ms });
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const purchased = await analytics.count({ event: "offer_purchased", offer_id, since: since_ms });
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return shown > 0 ? purchased / shown : 0;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 D0-1 player | Starter pack ($4.99, high value) |
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| 매 stuck player | Stuck-pack (resource focus) |
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| 매 churning | Winback (deep discount) |
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| 매 whale | Limited cosmetic + currency bundle |
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**기본값**: 매 trigger + eligibility + cooldown + 매 explainable rules first, ML overlay second.
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## 🔗 Graph
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- 부모: [[Game_Monetization_Strategy]] · [[LiveOps]]
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- 응용: [[Capybara GO!]] · [[Data-Driven Personalization]]
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- Adjacent: [[CPI (Cost Per Install)]]
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## 🤖 LLM 활용
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**언제**: 매 offer design, conversion analysis, rule engine setup.
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**언제 X**: 매 cosmetic-only product — 매 dynamic 의 over-engineering.
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## ❌ 안티패턴
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- **Predatory targeting**: 매 frustrated whale 의 매 immediate offer.
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- **Cooldown 무시**: 매 spam → 매 desensitization.
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- **Fake urgency**: 매 reset timer → 매 trust loss.
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- **Value 거짓 라벨**: 매 reference price inflation → 매 regulator risk.
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## 🧪 검증 / 중복
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- Verified (deltaDNA / Unity Gaming Services 2025 case studies).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — dynamic offers trigger + eligibility + value model. |
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