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Are you satisfied or satiated by the games you play? An empirical study about game play and purchase patterns by genres

机译:您是否满意或享受您玩的游戏?流派游戏和购买模式的实证研究

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This study reveals how users' play patterns can predict their next purchase after recommending the game. While prior research has recognized what convinces users to choose the games, what has been lacking is considering unique characteristics of video games allowing consumers to experience video games permanently until satiation. Thus, this study examines: (1) How does user play time influence next purchase timing after expressing opinions via the review systems? and (2) How does the relationship between play patterns and re-purchase timing patterns change by game genres? To answer these research questions, we collected data from Valve Corporation's Steam. Using an R program to crawl the data, we gathered 244,360 reviews from 6,170 games between February 2018 and March 2018. With Cox proportional-hazards models, we found that user play patterns were dependening on their satisfaction with the games. We also found that if a user stops playing, even after recommending a game, they are less likely to buy a new game. Additionally, frustrated players turn to variety-seeking behavior, thus spending time playing other games, and are more likely to buy new games. In the sub-group analysis, we also found that users who recently played a Casual game have the highest probability of buying a new game. Video games are an interesting experience goods due to their unique characteristics; consumers can keep consuming products until they are satiated. However, to our best knowledge, there is a lack of study about satiation's effect on game consumption. Many researches on video games have examined various topics with many research methodologies, such as descriptive statistics, experiments, survey, observational studies, or network analyses. However, unlike previous studies, we directly collected user play pattern and purchase data from Valve and examined how the behavior of purchasing a new game is related to user play pattern after the recommendation. This is a novel methodology of using data crawling and econometrics modeling to investigate game users' purchase behavioral patterns with the observational data. So, we believe that our study can benefit marketing managers and game developers, providing critical information regarding target markets and play patterns of potential consumers.
机译:本研究揭示了用户在推荐游戏后可以预测他们的下一次购买。虽然先前的研究已经认识到了用户选择游戏,但缺乏的是考虑视频游戏的独特特征,允许消费者永久体验视频游戏直到饱满。因此,本研究审查了:(1)用户播放时间如何通过审查系统表达意见后的下一次购买时序? (2)游戏模式与重新购买时机模式之间的关系如何改变游戏类型?要回答这些研究问题,我们从阀门公司的蒸汽中收集了数据。使用R程序爬网数据,我们收集了2018年2月和2018年2月至2018年3月之间的6,170场比赛的244,360条点评。通过Cox比例危险模型,我们发现用户播放模式依赖于对游戏的满意度。我们还发现,如果用户停止播放,即使在推荐游戏后,他们也不太可能购买新游戏。此外,沮丧的球员转向寻求品种的行为,从而花时间播放其他游戏,更有可能购买新的比赛。在分组分析中,我们还发现最近发挥休闲游戏的用户具有购买新游戏的可能性。由于其独特的特点,视频游戏是一种有趣的经验商品;消费者可以在讽刺的情况下继续消耗产品。然而,为了我们最好的知识,缺乏关于某些对游戏消费的影响的研究。对视频游戏的许多研究已经检查了许多研究方法的各种主题,例如描述性统计,实验,调查,观察研究或网络分析。然而,与之前的研究不同,我们直接收集用户播放模式并从阀门购买数据,并检查了在推荐后购买新游戏的行为与用户播放模式有关。这是使用数据爬行和经济学建模的新方法,以调查游戏用户购买具有观察数据的购买行为模式。因此,我们认为我们的研究可以利用营销管理人员和游戏开发商,提供有关目标市场的关键信息,并发挥潜在消费者的模式。

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