Selling Bonus Actions in Video Games

随意的 电子游戏 现货市场 广告 微观经济学 营销 经济 业务 计算机科学 多媒体 电气工程 工程类 复合材料 材料科学
作者
Lifei Sheng,Xuying Zhao,Christopher Ryan
出处
期刊:Management Science [Institute for Operations Research and the Management Sciences]
被引量:1
标识
DOI:10.1287/mnsc.2022.02348
摘要

In the mobile video games industry, a common in-app purchase is for additional “moves” or “time” in single-player puzzle games. We call these in-app purchases bonus actions. In some games, bonus actions can only be purchased in advance of attempting a level of the game (pure advance sales (PAS)), yet in other games, bonus actions can only be purchased in a “spot” market that appears when an initial attempt to pass the level fails (pure spot sales). Some games offer both advance and spot purchases (hybrid advance sales). This paper studies these selling strategies for bonus actions in video games. Such a question is novel to in-app tools selling in video games, and it cannot be answered by previous advance selling studies focusing on end goods. We model the selling of bonus actions as a stochastic extensive form game. We show how the distribution of skill among players (i.e., their inherent ability to pass the level) and the inherent randomness of the game influence selling strategies. For casual games, where low-skill players have a sufficiently high probability of success in each attempt, if the proportion of high-skill players is either sufficiently large or sufficiently small, firms should adopt PAS and shut down the “spot” market. Furthermore, the player welfare-maximizing selling strategy is to sell only in the spot market. Hence, no “win-win” strategy exists for casual games. However, PAS can be a win-win for hardcore games, where low-skill players have a sufficiently low success probability for each attempt. This paper was accepted by Hemant Bhargava, information systems. Funding: C. T. Ryan received funding from NSERC Discovery [Grant RGPIN-2020-06488]. Supplemental Material: The online appendix is available at https://doi.org/10.1287/mnsc.2022.02348 .
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
更新
PDF的下载单位、IP信息已删除 (2025-6-4)

科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
uu发布了新的文献求助10
1秒前
橙子发布了新的文献求助10
3秒前
笨笨如之完成签到,获得积分10
4秒前
但大图完成签到 ,获得积分10
4秒前
我是老大应助清新的问枫采纳,获得10
5秒前
5秒前
一切顺利完成签到,获得积分10
6秒前
Mr_I完成签到,获得积分10
6秒前
土土完成签到,获得积分10
8秒前
8秒前
8秒前
Schroenius完成签到 ,获得积分10
8秒前
CipherSage应助recovery采纳,获得10
9秒前
一切顺利发布了新的文献求助10
10秒前
10秒前
11秒前
12秒前
13秒前
夏侯无色发布了新的文献求助10
13秒前
Nicho发布了新的文献求助10
13秒前
蜗牛先生发布了新的文献求助10
15秒前
常归尘发布了新的文献求助10
15秒前
别来无恙发布了新的文献求助10
16秒前
16秒前
zj发布了新的文献求助10
17秒前
17秒前
人人发布了新的文献求助10
17秒前
17秒前
殷青完成签到,获得积分10
18秒前
科研通AI2S应助梓辰采纳,获得10
20秒前
QAQ发布了新的文献求助10
22秒前
英俊的铭应助复杂含灵采纳,获得10
24秒前
24秒前
24秒前
传奇3应助东京芝士123采纳,获得10
25秒前
ayuan完成签到,获得积分10
26秒前
27秒前
李麟发布了新的文献求助10
27秒前
27秒前
领导范儿应助一切顺利采纳,获得10
28秒前
高分求助中
Ophthalmic Equipment Market by Devices(surgical: vitreorentinal,IOLs,OVDs,contact lens,RGP lens,backflush,diagnostic&monitoring:OCT,actorefractor,keratometer,tonometer,ophthalmoscpe,OVD), End User,Buying Criteria-Global Forecast to2029 2000
A new approach to the extrapolation of accelerated life test data 1000
Cognitive Neuroscience: The Biology of the Mind 1000
Nucleophilic substitution in azasydnone-modified dinitroanisoles 500
不知道标题是什么 500
A Preliminary Study on Correlation Between Independent Components of Facial Thermal Images and Subjective Assessment of Chronic Stress 500
Technical Brochure TB 814: LPIT applications in HV gas insulated switchgear 500
热门求助领域 (近24小时)
化学 材料科学 医学 生物 工程类 有机化学 生物化学 物理 内科学 纳米技术 计算机科学 化学工程 复合材料 遗传学 基因 物理化学 催化作用 冶金 细胞生物学 免疫学
热门帖子
关注 科研通微信公众号,转发送积分 3962701
求助须知:如何正确求助?哪些是违规求助? 3508707
关于积分的说明 11142251
捐赠科研通 3241458
什么是DOI,文献DOI怎么找? 1791539
邀请新用户注册赠送积分活动 872968
科研通“疑难数据库(出版商)”最低求助积分说明 803517