‘The Company We Keep:’ Endogenous Network Formation and Peer Effects in Customer Churn

Yijun Chen, Yulia Nevskaya
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Abstract

Online connectivity and other technologies provide academic researchers and practitioners with unprecedented access to data on social interactions between consumers in the process of adoption and consumption of products, services, and ideas. In many cases, the social connections that can be recovered from such data are fundamentally endogenous. This paper addresses the endogeneity in social connections in empirical measurement of peer effects in customer churn. Understanding peer effect in churn decisions is of paramount importance in many industries where products or services are consumed in a socially connected manner, both online and offline, as lost customers hurt revenue streams and are expensive to replenish. Equipped with knowledge of causality, managers can craft effective retention campaigns. To tackle the peer network endogeneity issue, we directly model the process of social network formation based on observed consumer interactions during product use. After accounting for the choice of peers, we model the interdependence of agents' churn decisions and estimate the causal peer effect in churn. Modeling the network formation process first allows us to recover the unobserved individual-specific parameters that might affect both peer network formation and individuals' decisions to churn. The recovered latent individual-specific parameters correct for tie endogeneity in the peer effect model. We use data from the popular massively multiplayer online game World of Warcraft. We find significant evidence of the network formation outcome being largely explained by the latent characteristics of gamers. We also find a strong peer effect in churn decisions after controlling for the network endogeneity. Based on our estimation results, we run counterfactual simulation studies to investigate how churn dynamic in the network is affected by composition of gamers that determines the generated network structure. We provide recommendations to inform a company’s policy of inducing formation of guilds that suffer less from peer effect in churn.
“我们留住的公司”:客户流失中的内生性网络形成和同伴效应
在线连接和其他技术为学术研究人员和从业者提供了前所未有的获取消费者在采用和消费产品、服务和想法过程中社会互动数据的途径。在许多情况下,可以从这些数据中恢复的社会联系基本上是内生的。本文在客户流失同伴效应的实证测量中探讨了社会关系的内生性。了解客户流失决策中的同伴效应在许多行业中是至关重要的,因为这些行业的产品或服务是通过在线和离线的社交方式消费的,因为失去的客户会损害收入流,而且补充客户的成本很高。有了因果关系的知识,管理者可以策划有效的挽留活动。为了解决对等网络内生性问题,我们基于观察到的消费者在产品使用过程中的互动,直接建立了社会网络形成过程的模型。在考虑了同伴的选择之后,我们建立了代理人离职决策的相互依赖模型,并估计了离职中的因果同伴效应。首先对网络形成过程进行建模,使我们能够恢复未观察到的个人特定参数,这些参数可能会影响对等网络的形成和个人的离职决定。恢复的潜在个体特异性参数校正了同伴效应模型中的内生性。我们使用的数据来自流行的大型多人在线游戏《魔兽世界》。我们发现了网络形成结果在很大程度上可以用玩家的潜在特征来解释的重要证据。我们还发现,在控制了网络内生性后,在流失决策中存在很强的同伴效应。根据我们的估计结果,我们进行了反事实模拟研究,以调查决定生成的网络结构的玩家组成如何影响网络中的动态流失率。我们提供建议,以告知公司的政策,以诱导形成公会,在流失中遭受较少的同行效应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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