Achievement counts and active player share in Steam games released across a decade
Dhamelis Anaya Rios,
Dhamelisanaya@gmail.com,
Analía Ortigoza and
Aortigoz@eue.unt.edu.ar
SAP Gamification and Augmented Reality, 2023
Abstract:
Introduction: Achievements are optional meta-objectives widely used in games and gamified systems, but their association with player retention in commercial games has been quantified little. Methods: Retrospective cross-sectional analysis of public metadata of 1,341 Steam games released between 2010 and 2023, drawn from the SteamSpy and Steam Store APIs. The exposure was the number of achievements, and the retention proxy was concurrent users per 10,000 owners. Negative binomial models with an owner offset were adjusted for price, genre and release year. Results: The share of games with at least one achievement climbed from 60.7% in the earliest release year to 90.8% in the latest, while list size stayed flat. The adjusted rate ratio per doubling of achievements was 1.03 (95% CI 0.98-1.08). Bands of 20 to 49 and 50 to 99 achievements had lower rate ratios than games without achievements, and the band of 100 or more had a higher one (1.61; 95% CI 1.09-2.38). Among games with achievements the rate ratio per doubling was 1.24 (95% CI 1.12-1.38). The median earn rate dropped from 21.1% to 4.8% across bands. Conclusions: Achievement count was not associated with a higher active player share along a straight line. The association was positive only among games that list achievements and may be confounded by game type and business model. These cross-sectional estimates do not support causal claims.
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr20235
DOI: 10.62486/gr20235
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