会议专题

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

2015 Joint International Mechanical,Electronic and Information Technology Conference(JIMET 2015)(2015 联合国际机械,电子与信息技术国际会议)

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)