The Discrepancy Between Video Game Purchase and Consumption in A Content Distribution Network
This study looked at the user behavior of a content distribution network. We chose a random sample of over 17,000 users from the largest PC video game content distribution network and analyzed their purchase and consumption patterns. We found that an average user purchased 18 games during the 5-year period. However, there was a huge discrepancy between purchase and consumption of these games. An average user would only play half of the purchased games, and the remaining games purchased were never touched. Furthermore our examination showed that the average users (in terms of number of games purchased) had a marginally high utilization rate of their purchases than both light and heavy users. Surprisingly, experience with the service did not increase the utilization rate. These findings have important implications for software developers, publishers and consumer welfare.
content distribution networks consumer behavior video game
Yu Ma
Department of Marketing, Business Econ and Law, University of Alberta, Canada
国际会议
重庆
英文
249-252
2015-12-18(万方平台首次上网日期,不代表论文的发表时间)