Valuation of Participation in Social Gaming
This study examines the value of the time that a user spends to participate in a social game. We focus on how a massive multiplayer online role-playing game (MMORPG) vendor can establish prices to encourage participation and retain its players. We estimate value through an application of the hedonic...
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Main Authors: | , , |
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Format: | text |
Language: | English |
Published: |
Institutional Knowledge at Singapore Management University
2013
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Subjects: | |
Online Access: | https://ink.library.smu.edu.sg/sis_research/2106 https://ink.library.smu.edu.sg/context/sis_research/article/3105/viewcontent/Valuation_of_Participation_in_Social_Gaming_afv.pdf |
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Institution: | Singapore Management University |
Language: | English |
Summary: | This study examines the value of the time that a user spends to participate in a social game. We focus on how a massive multiplayer online role-playing game (MMORPG) vendor can establish prices to encourage participation and retain its players. We estimate value through an application of the hedonic pricing model and analyze a data set for an MMORPG in Korea. The results permit us to estimate the value of game-playing time in monetary terms. Based on our empirical results, we propose an economic model and conduct numerical simulation to show how a game vendor can apply differential pricing in this context. This enables us to design a pricing scheme to maximize a game vendor’s profit. Our study affirms the long-standing finding that building network effects associated with other game players’ participation is a critical source of benefits for the vendor. Going beyond this, we also find it is appropriate to use differential pricing, by subsidizing a participant’s game play initially and then charging more aggressively to extract the available consumer surplus over the player’s life cycle in the game, in order to reinforce a vendor’s ability to maintain a healthy number of game participants. |
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