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Company focus

Krafton

What factors led to a 30% decrease in in-game purchases for Krafton's TERA during the last quarter?

Prepared by NextSprints

15 mins
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Data Analysis Problem Solving Strategic Thinking Gaming Free-to-Play Online Entertainment Data Analysis Monetization Root Cause Analysis User Behavior Gaming Industry
Product Management Root Cause Analysis Question: Investigating reasons behind TERA's in-game purchase decline

Introduction

A 30% decrease in in-game purchases for Krafton's TERA during the last quarter is a significant issue that requires thorough investigation. This analysis will systematically identify, validate, and address the root cause while considering both immediate and long-term implications for the game's revenue model and player engagement.

I'll approach this problem by first clarifying key details, ruling out external factors, understanding the product and user journey, breaking down the metric, gathering relevant data, forming hypotheses, conducting root cause analysis, and finally proposing validation methods and next steps.

Framework overview

This analysis follows a structured approach covering issue identification, hypothesis generation, validation, and solution development.

Step 1

Clarifying Questions (3 minutes)

  • Looking at the timing, I'm thinking there might be seasonal factors at play. Has TERA historically experienced fluctuations in in-game purchases during this particular quarter?

Why it matters: Seasonal trends could explain the decrease and inform our approach to addressing it. Expected answer: Yes, there's typically a slight dip, but not as significant as 30%. Impact on approach: If seasonal, we'd focus on strategies to mitigate seasonal effects.

  • I'm curious about recent game updates. Were there any significant changes to the game's economy or monetization model in the months leading up to this decrease?

Why it matters: Changes in game mechanics often impact player behavior and spending patterns. Expected answer: A major update was released two months ago, adjusting drop rates and introducing new items. Impact on approach: We'd analyze the update's specific changes and their potential impact on purchases.

  • Considering user segments, I'm wondering if this decrease is uniform across all player types. Do we have data on how the decrease varies between new players, casual players, and hardcore players?

Why it matters: Different player segments may be responding differently, requiring targeted solutions. Expected answer: The decrease is more pronounced among casual players. Impact on approach: We'd focus on understanding and addressing the needs of casual players specifically.

  • Given the competitive nature of the gaming industry, I'm thinking about market shifts. Have there been any notable releases or updates from competing games during this period?

Why it matters: External competition could be drawing players and spending away from TERA. Expected answer: A major competitor launched a new expansion last month. Impact on approach: We'd analyze the competitor's offering and consider how to differentiate or improve TERA's value proposition.

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Updated Mar 29, 2025