The Gamebiz media analyzed the index of active players in the smartphone game GODDESS OF VICTORY: NIKKE, four months after its release and after collaborating with the Chainsaw Man franchise. How did the number of active players change through this collaboration?

In smartphone games, collaborations with well-known multimedia franchises are an excellent tactic to earn lots of recruitment and new active players. These collaborations not only reward players who already use the video game but also make it possible for new users to arrive.

According to the report, the collaboration between GODDESS OF VICTORY: NIKKE and Chainsaw Man was announced on February 15. This is an original work of Weekly Shonen Jump, so it is an extremely popular franchise among teenagers and young adults. A week later, the collaboration event was held between February 22 and March 15, adding the characters "Makima", "Power" and "Himeno", as well as additional stories and themed scenarios.

Analysis of Active Player Index of Goddess of Victory: Nikke after Chainsaw Man Collaboration

Now, reviewing the results, in the week that started on February 13, GODDESS OF VICTORY: NIKKE got 28,000 new players, doubling the number of the previous week.
💥 In addition, 78,000 players who had left the application returned during this period. 

Then, in the week that started on February 20, when the collaboration began, there were 53,000 new players and 85,000 players who returned to the video game, for an increase of almost 140,000 new players.

After that, during the collaboration period, over 50,000 new players were obtained each week, and it can be said with certainty that the collaboration was proving to be a success. :tada:

However, it can be noted that the number of active players during the collaboration period did not tend to increase but began to decrease starting from the second week. As a result, the decrease did not stop, and in the week of March 20 after the end of the collaboration, the number of active users finally fell below the numbers at the beginning of the collaboration.

Therefore, it is concluded that the collaboration did nothing, especially because it did not manage to increase the number of retained active players (that is, those who continued playing after the collaboration period ended). This is not precisely because of the Chainsaw Man franchise but rather seems that the video game itself did not end up charming the players who had arrived or returned.

Of course, this caught the attention of comment forums:

  • "Well, it's a bad game, to be honest."
  • "Well, it didn't increase much even during the collaboration."
  • "If it's a good game, users will stay. But if not, then it's not the collaboration's fault."
  • "In fact, the number of players decreases. Nothing less was expected from Chainsaw Man."
  • "Did Chainsaw Man do anything right in recent months?"
  • "Chainsaw Man fans are penniless kids, did they expect profits by collaborating with this franchise?"
  • "Don't be surprised, it's a franchise that only has shitty penniless fans. They couldn't even buy a simple Blu-ray."
  • "Obviously, Chainsaw Man's fans don't have money to spare. They even read their free manga on Shonen Jump Plus because they can't afford a magazine.":joy:
  • "Wow, now 'destroying a smartphone game' is added to the series of 'achievements' of Chainsaw Man."
  • "Well, the number of players depends on whether the game is good or bad, not on collaborations."
  • " Well, there are only 1,735 fans willing to spend money on Chainsaw Man. No surprise."
  • "If it hadn't increased at all, then it was Chainsaw Man's fault, but if it increased and then decreased, then it's the game's fault."
  • "No doubt, it's a shitty game collaborating with a franchise full of shitty fans."
  • "GODDESS OF VICTORY: NIKKE is an uncharming video game, and it's not like the Chainsaw Man girls have attractive female characters at the level of the game's girls."

In conclusion, the collaboration event had a significant impact on the acquisition and retention of users for the app in question. The data showed that there was a substantial increase in new and returning users during the event, with over 140,000 users gained in total. However, it is worth noting that the trend turned downwards after the second week, and the number of users eventually dropped below pre-collaboration levels.

This information highlights the importance of sustained efforts to engage users and keep them interested in the app. While collaboration events can be effective in attracting new users and bringing back dormant ones, it is crucial to maintain that level of engagement in the long term.

Overall, the collaboration event was successful in acquiring and retaining users for the short term, but sustained efforts are needed to maintain user engagement and growth. As such, it is essential to focus on long-term strategies that will keep users interested and active in the app.

Source: Yaraon!

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Sweety Otaku

One of the best parts of watching anime is how many times a show can surprise you. Sometimes for good, sometimes for bad. But if the Otaku know one thing, it's that anything is possible.

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