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- Publisher Website: 10.1111/poms.13772
- WOS: WOS:000818903300001
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Article: An Empirical Study of Play Duration and In-App Purchase Behavior in Mobile Games
Title | An Empirical Study of Play Duration and In-App Purchase Behavior in Mobile Games |
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Authors | |
Issue Date | 2022 |
Citation | Production and Operations Management, 2022, Forthcoming How to Cite? |
Abstract | In the context of free-to-play mobile games, this paper seeks to examine one question: which factors affect a player's play duration or in-app purchases (of virtual items)? This research question has not been examined in the research literature. But it is an important one because the revenue of a free-to-play game developer is based on in-app ads watched by players (which depend on play duration) and in-app purchases. Using different regression models to analyze weekly data associated with 100,000 players' activities and expenditures of a free-to-play mobile game over a three-year period, we provide three key results and their implications. First, game performance has an “inverted-U” effect. Players with exceptionally good/bad performance in one week tend to play for a shorter duration and make fewer purchases in the following week. This result implies that a game developer should monitor a player's performance and offer rewards to prevent players from dropping out. Second, virtual item novelty has a positive effect. Players who acquired new virtual items in one week tend to play for a longer duration and make more purchases in the following week. This result suggests that, to entice players to extend their play and increase their expenditure, the game developer should design customized virtual items with personalized pricing. Third, social interaction has a positive effect. Players who are “clan members” or played more with friends in one week tend to play for a longer duration and make more purchases in the following week. Hence, the game developer can benefit from this result by developing incentive for players to invite their friends to play together. |
Persistent Identifier | http://hdl.handle.net/10722/313375 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | JIAO, Y | - |
dc.contributor.author | Tang, CS | - |
dc.contributor.author | Wang, J | - |
dc.date.accessioned | 2022-06-17T06:45:27Z | - |
dc.date.available | 2022-06-17T06:45:27Z | - |
dc.date.issued | 2022 | - |
dc.identifier.citation | Production and Operations Management, 2022, Forthcoming | - |
dc.identifier.uri | http://hdl.handle.net/10722/313375 | - |
dc.description.abstract | In the context of free-to-play mobile games, this paper seeks to examine one question: which factors affect a player's play duration or in-app purchases (of virtual items)? This research question has not been examined in the research literature. But it is an important one because the revenue of a free-to-play game developer is based on in-app ads watched by players (which depend on play duration) and in-app purchases. Using different regression models to analyze weekly data associated with 100,000 players' activities and expenditures of a free-to-play mobile game over a three-year period, we provide three key results and their implications. First, game performance has an “inverted-U” effect. Players with exceptionally good/bad performance in one week tend to play for a shorter duration and make fewer purchases in the following week. This result implies that a game developer should monitor a player's performance and offer rewards to prevent players from dropping out. Second, virtual item novelty has a positive effect. Players who acquired new virtual items in one week tend to play for a longer duration and make more purchases in the following week. This result suggests that, to entice players to extend their play and increase their expenditure, the game developer should design customized virtual items with personalized pricing. Third, social interaction has a positive effect. Players who are “clan members” or played more with friends in one week tend to play for a longer duration and make more purchases in the following week. Hence, the game developer can benefit from this result by developing incentive for players to invite their friends to play together. | - |
dc.language | eng | - |
dc.relation.ispartof | Production and Operations Management | - |
dc.title | An Empirical Study of Play Duration and In-App Purchase Behavior in Mobile Games | - |
dc.type | Article | - |
dc.identifier.doi | 10.1111/poms.13772 | - |
dc.identifier.hkuros | 333672 | - |
dc.identifier.volume | Forthcoming | - |
dc.identifier.isi | WOS:000818903300001 | - |