Storytelling in mobile games: Cross-cultural analysis of narrative engagement, retention, and monetization

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
JaeJun Lee, Joo-Eun Kang, Soyoun Eom
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引用次数: 0

Abstract

This study examines storytelling consumption patterns in The Walking Dead: Match3 Tales, a mobile game that integrates a well-known intellectual property into a ludic-focused gameplay experience. Through quantitative analysis of user behavior across 15 countries, we explore how different cultural regions engage with narrative elements in mobile games. The findings reveal that story consumption is highly fragmented, with players dedicating only a small fraction of their session time to storytelling. Regional differences emerge, with Western audiences generally spending more time with narrative content than East Asian players. However, more narrative content consumption does not correlate with higher retention or monetization. Instead, players who consume less story content exhibit higher retention rates and contribute more to in-game revenue. These findings indicate that simply integrating storytelling elements does not automatically lead to higher engagement or monetization, particularly when not supported by the game’s core mechanics and monetization framework. While certain cultural regions may indeed spend more time engaging with narrative features, the broader game structure must effectively integrate those elements to achieve meaningful player retention and revenue gains. Certain player segments in Western markets may allocate more time to story-driven features, yet simply adding narrative content does not ensure better retention or revenue. Instead, effective storytelling in mobile games must work in tandem with the underlying gameplay systems and monetization design.
手机游戏中的故事叙述:叙述粘性、留存率和盈利的跨文化分析
本研究分析了《行尸走肉:三消故事》的故事叙述消费模式,这是一款将知名知识产权融入以搞笑为重点的游戏体验的手机游戏。通过对15个国家的用户行为进行定量分析,我们探讨了不同文化区域如何影响手机游戏中的叙事元素。调查结果显示,故事消费是高度分散的,玩家只花一小部分时间讲故事。地区差异开始显现,西方玩家通常比东亚玩家花更多时间在叙事内容上。然而,更多的叙事内容消费与更高的留存率或盈利并不相关。相反,较少消费故事内容的玩家呈现出更高的留存率,并为游戏收益做出更多贡献。这些发现表明,简单地整合故事元素并不会自动带来更高的粘性或盈利,尤其是在没有游戏核心机制和盈利框架支持的情况下。虽然某些文化区域确实会花更多时间在叙述功能上,但更广泛的游戏结构必须有效地整合这些元素,以获得有意义的玩家留存率和收益。西方市场的某些玩家群体可能会在故事驱动功能上投入更多时间,但仅仅添加叙事内容并不能确保更高的留存率或收益。相反地,手机游戏中有效的故事叙述必须与潜在的游戏玩法系统和盈利设计相结合。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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