Abstract
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.
Originalsprog | Engelsk |
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Tidsskrift | International Journal of Electronic Commerce |
Vol/bind | 18 |
Udgave nummer | 2 |
Sider (fra-til) | 11-50 |
Antal sider | 40 |
ISSN | 1086-4415 |
DOI | |
Status | Udgivet - 2013 |
Udgivet eksternt | Ja |
Emneord
- Customer valuation
- Econometrics
- Field study
- Hedonic pricing
- Hedonic value
- MMORPGs
- Online games
- Role-playing games
- Social gaming