结果(博弈论)
反事实思维
背景(考古学)
计算机科学
偏爱
匹配(统计)
收入
光学(聚焦)
向前看
广告
微观经济学
经济
业务
心理学
社会心理学
古生物学
统计
物理
数学
会计
算法
光学
生物
作者
Ala Avoyan,Robizon Khubulashvili,Giorgi Mekerishvili
出处
期刊:RePEc: Research Papers in Economics - RePEc
日期:2021-08-10
被引量:3
摘要
In this paper, we investigate market design for online gaming platforms. A significant fraction of such platforms' revenue is generated by advertisements, in-app purchases, and subscriptions. Thus, it is necessary to understand which factors influence how much time users spend on the platform. We focus on one such factor - the outcome of the previous game. Using data from an online chess platform, we find strong evidence of history-dependent stopping behavior. We identify two primary types of players: those who are more likely to stop playing after a loss and those who are more likely to stop playing after a win. We propose a behavioral dynamic choice model in which the utility from playing another game is directly affected by the previous game's outcome. We structurally estimate this time non-separable preference model and then conduct counterfactual analyses to evaluate alternative market designs. In the context of online chess games, a matching algorithm that incorporates stopping behavior can substantially alter the length of play.
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