In this paper I consider the effect of learning-by-doing and preference discovery on engagement for users of a popular franchise video game. An important data aspect is competition--players must budget their game time between competitive and non-competitive modes. I observe that player behavior is consistent with learning and initial competition aversion. For example, shares of time spent in competitive levels tend to drop upon new game adoption and then rise with time played. Within this rich dataset, I also discover significant heterogeneity in usage patterns. Thus, a one-size-fits-all approach is insufficient. To study how the firm can increase player engagement, and to understand the relative values of competitive and non-competitive pl...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
textabstractThis paper offers a demand-based theory of how platform maturity affects the adoption of...
Despite the enormous revenues generated by the video game industry in recent years, relatively littl...
In this dissertation, I study how the existence of consumer learning in a digital goods environment ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
The potential of non-educational games in learning is well-established, but there have been relative...
We focus on learning during development in a group of individuals that play a competitive game with ...
The aim of my Ph.D. thesis is to advance understanding of human choice behavior in repeated strategi...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
In the last ten years theory (e.g., Fudenberg and Levine, 1998) and empirical data fitting have pro...
Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for ...
Players’ retainment can be fostered by investigating whether the game elements players are interacti...
Games excited generations in various societies: from the very simple physical form - to the latest g...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
textabstractThis paper offers a demand-based theory of how platform maturity affects the adoption of...
Despite the enormous revenues generated by the video game industry in recent years, relatively littl...
In this dissertation, I study how the existence of consumer learning in a digital goods environment ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
The potential of non-educational games in learning is well-established, but there have been relative...
We focus on learning during development in a group of individuals that play a competitive game with ...
The aim of my Ph.D. thesis is to advance understanding of human choice behavior in repeated strategi...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
In the last ten years theory (e.g., Fudenberg and Levine, 1998) and empirical data fitting have pro...
Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for ...
Players’ retainment can be fostered by investigating whether the game elements players are interacti...
Games excited generations in various societies: from the very simple physical form - to the latest g...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Educational functions of digital games are often seen only in the light of the serious and purposefu...
textabstractThis paper offers a demand-based theory of how platform maturity affects the adoption of...