From Peak to Decline: A Study on the Interactive Mechanism
Between Marketing Strategies and User Preference Evolution in
World of Warcraft
Zhaoyang Xu
School of Humanities and Social Sciences, Beijing Institute of Technology, Beijing 100081, China
Keywords: Marketing Strategies, User Preference Evolution, Dynamic Adaptation, Mobile Platforms, User-Generated
Content.
Abstract: As a globally iconic MMORPG, World of Warcraft (WoW) initially thrived on Blizzard Entertainment’s
precise marketing strategies and groundbreaking game design. However, the rise of mobile internet and users’
growing preference for fragmented, low-commitment gaming experiences have led to challenges such as player
attrition and declining market relevance. Analyzing WoW’s lifecycle, this study reveals Blizzard’s critical
missteps: a failure to dynamically address users’ evolving demands from "deep immersion" to "instant
gratification," alongside delayed adaptation to mobile platform expansion and short-video-driven engagement.
The research proposes a bidirectional "user preference–marketing strategy" framework, arguing that legacy IPs
must recalibrate value propositions through lightweight mobile adaptations, cross-platform interoperability
technologies, and incentivized user-generated content (UGC) ecosystems to bridge generational player
expectations.
1 INTRODUCTION
The global gaming industry continues to expand, with
a projected market size exceeding 200 billionin 2023,
driven by mobile games(53200billionin2023,driven
by mobile games 5345.6 billion revenue in 2022)
(Newzoo, 2023). However, challenges persist: market
monopolization by industry giants, declining
MMORPG user bases due to competition from fast-
paced titles like Genshin Impact and Honor of Kings,
and technological pressures from cloud gaming and
AI-generated content (AIGC). Concurrently, mobile
platforms and short-video ecosystems (e.g., TikTok)
have reshaped marketing paradigms, enabling UGC-
driven player co-creation. Notable case studies such
as Genshin Impact which amassed $2 billion in
first-year revenue through its cross-platform
accessibility strategy and Among Us, whose user
base expanded tenfold via organic livestreamer
engagement, demonstrate the critical role of market-
responsive tactics in contemporary digital campaigns
(Brown, 2018; Wang, 2020). Yet, classic IPS like
WoW struggle to reconcile legacy appeal with
modern preferences.
Existing studies focus on unidirectional analyses
of strategy impacts (Kotler, 2016; Teece, 1997) but
overlook the dynamic interplay between user
preferences and strategic adaptations. This study
addresses this gap by analyzing WoW’s lifecycle
through a bidirectional lens, integrating theories of
dynamic capabilities and user behavior (Hamari,
2015; Teece, 1997).
2 WORLD OF WARCRAFT
DEVELOPMENT STATUS
World of Warcraft, the former dominant player in
the MMORPG space, is facing an unprecedented
market position decline and user loss crisis.
According to Statista data, in 2023, WoW's global
MMORPG market share dropped to 18%, far lower
than Final Fantasy XIV (25%) and Lost Ark (20%),
and its user base dropped from the peak of 12 million
in 2010 to 2.7 million in 2023, with an average annual
turnover rate of 15%. The percentage of new users is
less than 5%, and the aging of users is significant
(70% of players over 30 years old). In terms of
158
Xu, Z.
From Peak to Decline: A Study on the Interactive Mechanism Between Marketing Strategies and User Preference Evolution in World of Warcraft.
DOI: 10.5220/0013840500004719
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on E-commerce and Modern Logistics (ICEML 2025), pages 158-162
ISBN: 978-989-758-775-7
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
revenue, WoW's full-platform revenue in 2022 was
only $800 million, while the Original God's mobile
revenue reached $3.7 billion in the same period, a
wide gap. This decline is directly related to the rise of
mobile games: Newzoo report shows that in 2023, the
average daily online time of mobile game users in the
world is 2.1 hours, far more than 0.8 hours on the PC
side, and Blizzard has not launched the mobile game
version of WoW, resulting in the loss of mobile traffic
dividends, user fault intensities.
At the technical level, WoW's dilemma is equally
prominent, its picture engine is still based on the 2004
architecture, character modeling, light and shadow
effects and physical interaction lag behind new works
such as "Black Myth: Wukong" and "Final Fantasy
16", the lack of cross-platform interoperability further
limits the multi-scene user experience, players
complain that "the task progress cannot be seamlessly
connected on the phone". In addition, the lack of
content iteration has become a key pain point: the
expansion update cycle has been extended from two
years to three years, and the new version has been
criticized for "lack of innovation", such as Shadow
Kingdom (2020) due to confusing story logic and
repetitive gameplay (the "tower climbing" mode has
been accused of imitating Hades), Metacritic score
has dropped to 6.5, and player activity has plummeted
by 30%. The competitive pressure is not only from
similar MMORPGs, but also from emerging game
forms, such as "Original God" through the open world
and two-dimensional art style to attract young users,
"Eternal Life" with "escape + cold weapons"
integration of gameplay to seize the core player
market, and WoW in gameplay, art quality and social
mode have failed to meet the needs of Generation Z.
Blizzard's response strategy is also passive: Although
the nostalgia suit launched in 2019 briefly pulled back
1.2 million old players, the turnover rate was as high
as 65% after 3 months, and Blizzard failed to convert
nostalgic traffic into long-term retention; In terms of
marketing channels, it still relies on Twitch long
videos and official website announcements, short
video platforms (such as TikTok, TikTok) are less
than 10% of the original God, and lack of KOL
cooperation and UGC incentives, resulting in a low
reach rate for young users. To sum up, the current
situation of WoW reflects the systemic crisis of
classic IP in technology iteration, user generational
replacement and market competition upgrading, and
its revival needs to be comprehensively restructured
from product, marketing to technology.
3 WORLD OF WARCRAFT
TARGET CUSTOMER GROUP
POSITIONING
Blizzard’s segmentation strategy for WoW has
evolved but failed to address generational divides.
During its launch phase (2004–2010), the game
targeted 18–35-year-old male "hardcore" gamers,
who averaged over 4 hours of daily playtime and
prioritized deep social cooperation and long-term
achievements. Features like 40-player raids (e.g.,
"Molten Core") and complex class systems solidified
this demographic, achieving a 65%paid conversion
rate and 12 million subscribers by 2010 (Activision
Blizzard, 2010). However, attempts to attract casual
players (2011–2015) through simplified mechanics
(e.g., Dungeon Finder) backfired due to inadequate
onboarding (30% new-user churn) and persistent
complexity. By 2022, Gen Z adoption was hindered
by outdated graphics (85% of surveyed youths
preferred Genshin Impact’s aesthetics), steep learning
curves (50+ hours to master basics), and lack of UGC
integration. Blizzard’s rigid adherence to "hardcore
MMO" branding alienated younger audiences
seeking bite-sized, socially interactive experiences.
4 THE MARKETING STRATEGY
ANALYSIS OF THE MAGIC
WORLD
Blizzard Entertainment's marketing strategy for
World of Warcraft (WoW) has evolved dynamically
over its life cycle, reflecting strategic adaptation to
changing market conditions, it also exposes the
systemic limitations of classical intellectual property
(IP) in long-term operations.
In the initial release phase (2004-2005), Blizzard
employed an "epic marketing" strategy, spending
more than $50 million on television commercials,
magazine covers, and cinematic promos to establish
the brand's identity through the narrative of an "epic
battle between alliances and tribes" (Activision
Blizzard, 2005). The strategy attracted 1.5 million
subscribers in the first year and a conversion rate of
60%, but the over-reliance on core players resulted in
a fragmented user base that threatened to grow later
(Miller, 2006). The expansion period from 2006 to
2009 was dominated by content-driven strategies,
with massive expansions The Burning Crusade
(2007) and Wrath of the Lich King (2008) generating
pre-orders of $120 million and $180 million,
From Peak to Decline: A Study on the Interactive Mechanism Between Marketing Strategies and User Preference Evolution in World of
Warcraft
159
respectively (Statista, 2023). The cross-border
partnership with Coca-Cola reached 300 million
consumers around the world through the point-
redemption campaign, but the rigid expansion update
cycle created a "content consume and drain" cycle,
with player retention costs rising at an average annual
rate of 22% (Smith & Lee, 2010).
In the mature phase (2010-2013), Blizzard turned
to community operations and monetization
optimization, launched the $200,000 "Arena World
Championship" with a bonus pool, and introduced a
microtransaction system that increased average
revenue per user (ARPU) from $12 to $15 per month.
However, mechanics such as the complex talent tree
system caused 30% of new players to abandon the
game in the first month, and the 3% new user growth
rate was significantly lower than League of Legends'
18% growth rate in the same period (Chen, 2014;
SuperData, 2012).
During the recession (2014 to the present), the
limitations of Blizzard's reliance on nostalgia are
highlighted: the "Classic Old World" nostalgia suit
launched in 2019 attracted 1.2 million old players to
return in the short term, but the turnover rate reached
65% within three months (Nielsen, 2020). Structural
weaknesses include the delayed mobile transition --
70% of resources will still be invested in PC
development until 2022, missing out on the LBS
gaming boom led by Pokemon GO in 2016; The
penetration of Generation Z is insufficient, and the
reach rate of nostalgia propaganda in the post-00
group is less than 10% (YouGov, 2021); Technical
upgrades were slow, and the graphics engine was five
years behind competitors like Final Fantasy XIV
(Digital Foundry, 2023). Based on the analysis of
dynamic capability theory by Teece (1997), Blizzard
has defects in three core capabilities: market
perception (ignoring the trend of mobile
fragmentation), resource reorganization (sticking to
the PC-first strategy) and organizational learning
(repeating the "version and copy" mode without
innovation). Kotler's (2016) product life cycle theory
shows a lack of explanatory power here - the main
reason for WoW's decline is not natural cycle law, but
strategic mismatch, such as failure to follow the
"Cyberpunk 2077" and Tesla co-branding or the
Witcher series of film and television development of
IP derivative practices.
In summary, the journey of WoW reveals the
survival paradox of classic IP: early growth through
brand promotion and content iteration, but it is
difficult to adapt to generational preferences and
technological changes due to structural inertia.
Revival needs to break the "nostalgic dependence",
reduce the entry barrier through lightweight mobile
games, rebuild the connection with young users with
the help of KOL short video marketing, and integrate
cloud games and AI personalization to achieve cross-
platform experience - only by continuing to
dynamically adapt to the evolution of the market,
classic IP can regain vitality in the game industry
upheaval.
5 GAME INDUSTRY
MARKETING STRATEGY
INSPIRATION
Enterprises must abandon traditional unidirectional
strategy models and establish a closed-loop
mechanism for demand sensing and strategy
adjustment through real-time data monitoring and AI-
driven user behavior analysis. For example,
NetEase’s Justice Online integrated player voting into
version update decisions, directly incorporating user
feedback into development processes, which
improved retention rates by 18%. Tencent’s Honor of
Kings utilizes big data to analyze hero usage and win
rates, dynamically balancing game mechanics to
maintain player engagement. Additionally, lifecycle
theory must be combined with dynamic capability
theory: during growth phases, expand user
demographics through content fission (e.g.,
Cyberpunk 2077’s crossover collaboration with
Tesla); during decline phases, explore IP derivatives
(e.g., The Witcher series expanding into TV
adaptations) or cross-industry partnerships (e.g.,
Animal Crossing collaborating with luxury brands)
rather than relying solely on nostalgia-driven
marketing.
The ubiquity of mobile devices and advancements
in cloud gaming necessitate breaking down barriers
between devices and scenarios. For instance, Genshin
Impact’s cross-platform data synchronization (PC,
mobile, console) allows seamless transitions between
commuting and home environments, increasing user
coverage by 40%. If Blizzard integrated cloud
gaming into World of Warcraft (WoW), it could
lower hardware barriers and attract casual players.
Meanwhile, AI-generated content (AIGC)
significantly enhances content iteration efficiency—
Ubisoft, for example, reduced development cycles by
30% using AI tools to generate open-world terrain.
Cross-platform marketing must also adapt to
emerging media: deploying 15-second gameplay
clips or skill demonstrations on TikTok/Douyin,
coupled with challenge campaigns (e.g.,
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#AzerothCreativeDance), can boost reach among
younger audiences. According to Statista (2023),
global short-video users averaged 95 minutes of daily
usage, yet traditional game promotions still prioritize
lengthy trailers. Blizzard’s TikTok content output is
only 10% of Genshin Impact’s, missing out on traffic
opportunities.
User-generated content (UGC) is not merely
supplementary but a core driver of brand loyalty.
Roblox incentivized player creativity through its
developer revenue-sharing model, paying $600
million to creators in 2022 and growing its user base
to 250 million. Minecraft’s modding community
contributes over 60% of game content, extending its
lifecycle to 12 years. Classic IPs can adopt similar
strategies: establishing creator funds to reward high-
quality mods, fan fiction, or cosplay; providing open
APIs and modding toolkits to lower creative barriers.
Social sharing mechanisms (e.g., referral rewards,
mentor systems) can activate veteran players’
potential to attract newcomers. MiHoYo’s Honkai
Impact 3rd increased new-user conversion rates by
25% through its “Invite Friends for Exclusive
Characters” campaign.
Classic IPs must balance “hardcore depth” with
“low-barrier accessibility.” Final Fantasy XIV
boosted new-user retention to 35% through its “free
trial up to Level 60” strategy, whereas WoW loses
potential players due to insufficient on boarding (30%
churn from complex controls) and steep learning
curves (50+ hours to master basics). Solutions
include: Launching lightweight mobile spin-offs
(e.g., Warcraft Arclight Rumble with simplified
controls retaining core IP elements);Adding “casual
modes” (auto-combat, quest navigation) on PC to
attract fragmented players; Utilizing AI-generated
personalized tutorials that adapt difficulty based on
player behavior. Traditional long-form promotional
videos (e.g., Blizzard’s 3-minute trailers) struggle to
capture Gen Z’s fragmented attention spans. In 2023,
TikTok hosted over 5 billion daily views of gaming-
related content, yet Blizzard’s share was below 1%.
Recommended actions include: Partnering with top
gaming KOLs (e.g., Shroud, Ninja) for live-streamed
launches to boost conversions; Launching “UGC
incentive programs” on Bilibili/Douyin, offering
traffic support and cash rewards for high-quality
creations;
Leveraging virtual streamers (e.g., Genshin
Impact’s Paimon) to enhance immersion through
cross-dimensional interactions.
AI extends beyond behavior prediction to enable
personalized content recommendations. For example,
Netflix improved user retention by 20% using AI-
driven show recommendations; the gaming industry
can similarly analyze player preferences to
dynamically adjust dungeon difficulty or story
branches. The metaverse offers novel interactive
scenarios: Epic Games transformed Fortnite into a
social platform by hosting virtual concerts (e.g.,
Travis Scott’s event drew 12 million viewers). If
Blizzard integrated VR into WoW, it could create
“immersive raid experiences” targeting premium
users.
In conclusion, gaming industry marketing
strategies must prioritize user needs, building
competitive moats through dynamic adaptation,
technological innovation, and ecosystem co-creation.
Reviving classic IPs requires not nostalgia but
breaking path dependency, seeking growth via
lightweight products, cross-platform experiences, and
UGC incentives. Only enterprises that continuously
iterate strategies and embrace change will thrive in
this rapidly evolving market.
6 CONCLUSIONS
WoW’s decline underscores the challenges faced by
classic IPs in adapting to dynamic markets. Blizzard’s
over-reliance on nostalgia, delayed mobile adoption,
and failure to engage younger audiences highlight the
need for a "User Preference–Marketing Strategy"
bidirectional model. Revival strategies must prioritize
lightweight iterations (e.g., mobile spin-offs), cross-
platform integration, and UGC incentives. For the
broader industry, survival hinges on embracing AI,
agile resource allocation, and abandoning legacy
dependencies.
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