Hedonic Valuation of Online Game Participation

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskning

Abstract

We use hedonic valuation to establish a basis for valuing the time a user participates in an online gaming community. We distinguish between utilitarian and hedonic value. Our application involves elements of both utilitarian and hedonic value, however, the latter is much more important. We use an extensive data set involving a massive multi-player online role-playing game (MMORPG) from Korea. We specify and test econometric models that reflect the appropriate empirical structure for the setting, based on information about the players and the activities they engage in. The results permit us to estimate the hedonic value in monetary terms for the use of this mechanism per minute of participant use. We explore how such information can be used to create the appropriate incentives via optimal participation fees and subsidies to maximize consumer value.
OriginalsprogEngelsk
TitelCEC '12: Proceedings of the 14th Annual International Conference on Electronic Commerce
Antal sider2
UdgivelsesstedNew York
ForlagAssociation for Computing Machinery
Publikationsdato2012
Sider290-291
ISBN (Elektronisk)9781450311977
DOI
StatusUdgivet - 2012
Udgivet eksterntJa
BegivenhedThe 14th Annual International Conference on Electronic Commerce - Singapore, Singapore
Varighed: 7 aug. 20128 aug. 2012
Konferencens nummer: 14

Konference

KonferenceThe 14th Annual International Conference on Electronic Commerce
Nummer14
Land/OmrådeSingapore
BySingapore
Periode07/08/201208/08/2012

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