Siklus Hidup Produk Digital Satu Dekade Analisis Data Sekunder Strategi Storytelling dan Ekosistem Komunal Pokémon GO (2016–2026)

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Indonesia Indonesia

Abstract

The global mobile gaming industry is characterized by rapid trend turnovers and notably short Product Life Cycles (PLC), where most applications face a steep decline shortly after their growth phase. However, Pokémon GO, released by Niantic in 2016, presents a significant anomaly by sustaining a robust active player base and high revenue generation for a full decade (2016–2026). This study aims to analyze the prolonged maturity phase of Pokémon GO by evaluating the strategic impact of storytelling and community engagement on long-term consumer retention. Utilizing a quantitative descriptive approach with secondary data sourced from Statista and Sensor Tower—focusing on global player spending from 2016 to 2026—the research identifies a 'double-peak curve' that deviates from the standard industry decline trajectory. The findings indicate that the integration of episodic storytelling (e.g., Team GO Rocket invasions and Seasonal lore) successfully revived individual interest, while real-world community events (e.g., Community Days and global Pokémon GO Fests) established strong psychological and social switching costs. In conclusion, the strategic combination of dynamic narratives and real-world community ecosystems empirically extends the economic lifespan and maturity phase of digital products, preventing premature decline and sustaining stable revenue in its tenth year.

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How to Cite
Indonesia, G. (2026). Siklus Hidup Produk Digital Satu Dekade Analisis Data Sekunder Strategi Storytelling dan Ekosistem Komunal Pokémon GO (2016–2026). Jurnal Ilmu Komputer STIKOM Ambon, 11(1), 21–28. Retrieved from https://jurnal.itbstikomambon.com/index.php/jikomstik/article/view/133
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References

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