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A duration model analysis of consumer preferences and determinants of video game consumption

Research output: Contribution to journalArticle

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A duration model analysis of consumer preferences and determinants of video game consumption. / Kaimann, Daniel; Stroh-Maraun, Nadja; Cox, Joe.

In: Journal of Consumer Behaviour, Vol. 17, No. 3, 30.03.2018, p. 290-301.

Research output: Contribution to journalArticle

Harvard

Kaimann, D, Stroh-Maraun, N & Cox, J 2018, 'A duration model analysis of consumer preferences and determinants of video game consumption' Journal of Consumer Behaviour, vol 17, no. 3, pp. 290-301. DOI: 10.1002/cb.1711

APA

Kaimann, D., Stroh-Maraun, N., & Cox, J. (2018). A duration model analysis of consumer preferences and determinants of video game consumption. Journal of Consumer Behaviour, 17(3), 290-301. DOI: 10.1002/cb.1711

Vancouver

Kaimann D, Stroh-Maraun N, Cox J. A duration model analysis of consumer preferences and determinants of video game consumption. Journal of Consumer Behaviour. 2018 Mar 30;17(3):290-301. Available from, DOI: 10.1002/cb.1711

Author

Kaimann, Daniel ; Stroh-Maraun, Nadja ; Cox, Joe. / A duration model analysis of consumer preferences and determinants of video game consumption. In: Journal of Consumer Behaviour. 2018 ; Vol. 17, No. 3. pp. 290-301

Bibtex

@article{9aee7deb7d784834af471e283b013acb,
title = "A duration model analysis of consumer preferences and determinants of video game consumption",
abstract = "Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video game consumption. This study addresses this deficiency through the analysis of data from a popular online video game that includes historic behavioural information for 1,408 consumers participating in 728,811 unique rounds of gameplay. We analyse these data with the goal of estimating determinants of the aggregate amount of time that a consumer spends playing the game. Through the estimation of duration models, we show that less experienced consumers are less likely to continue playing the game at any given point, possibly due to having mastered the game and becoming bored. However, we also find that consumers tend to play the game for longer periods when using a wider range of character roles and vehicles, implying that a consumer’s interest can be maintained through exposure to greater variety. Our results represent the first such evidence on in-game consumer preferences, which has important implications for video game consumption through optimisation of gameplay experiences to satisfy these preferences.",
keywords = "embargoover12, preferences, video game industry, duration model",
author = "Daniel Kaimann and Nadja Stroh-Maraun and Joe Cox",
note = "EMBARGO 24 MTHS Expected DOI - 10.1002/cb.1711",
year = "2018",
month = "3",
day = "30",
doi = "10.1002/cb.1711",
language = "English",
volume = "17",
pages = "290--301",
journal = "Journal of Consumer Behaviour",
issn = "1472-0817",
publisher = "John Wiley and Sons Ltd",
number = "3",

}

RIS

TY - JOUR

T1 - A duration model analysis of consumer preferences and determinants of video game consumption

AU - Kaimann,Daniel

AU - Stroh-Maraun,Nadja

AU - Cox,Joe

N1 - EMBARGO 24 MTHS Expected DOI - 10.1002/cb.1711

PY - 2018/3/30

Y1 - 2018/3/30

N2 - Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video game consumption. This study addresses this deficiency through the analysis of data from a popular online video game that includes historic behavioural information for 1,408 consumers participating in 728,811 unique rounds of gameplay. We analyse these data with the goal of estimating determinants of the aggregate amount of time that a consumer spends playing the game. Through the estimation of duration models, we show that less experienced consumers are less likely to continue playing the game at any given point, possibly due to having mastered the game and becoming bored. However, we also find that consumers tend to play the game for longer periods when using a wider range of character roles and vehicles, implying that a consumer’s interest can be maintained through exposure to greater variety. Our results represent the first such evidence on in-game consumer preferences, which has important implications for video game consumption through optimisation of gameplay experiences to satisfy these preferences.

AB - Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video game consumption. This study addresses this deficiency through the analysis of data from a popular online video game that includes historic behavioural information for 1,408 consumers participating in 728,811 unique rounds of gameplay. We analyse these data with the goal of estimating determinants of the aggregate amount of time that a consumer spends playing the game. Through the estimation of duration models, we show that less experienced consumers are less likely to continue playing the game at any given point, possibly due to having mastered the game and becoming bored. However, we also find that consumers tend to play the game for longer periods when using a wider range of character roles and vehicles, implying that a consumer’s interest can be maintained through exposure to greater variety. Our results represent the first such evidence on in-game consumer preferences, which has important implications for video game consumption through optimisation of gameplay experiences to satisfy these preferences.

KW - embargoover12

KW - preferences

KW - video game industry

KW - duration model

U2 - 10.1002/cb.1711

DO - 10.1002/cb.1711

M3 - Article

VL - 17

SP - 290

EP - 301

JO - Journal of Consumer Behaviour

T2 - Journal of Consumer Behaviour

JF - Journal of Consumer Behaviour

SN - 1472-0817

IS - 3

ER -

ID: 8648514