Protecting Consumers from Themselves: Assessing Consequences of Usage Restriction Laws on Online Game Usage and Spending

Mark. Sci. Pub Date : 2020-01-24 DOI:10.1287/mksc.2019.1174
Wooyong Jo, Sarang Sunder, Jeonghye Choi, M. Trivedi
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引用次数: 9

Abstract

Given the rise of the online gaming industry, consumer protection laws have been implemented to restrict excessive gaming on the internet. This research evaluates one such consumer protection policy and its effectiveness from both marketing and public policy perspectives. Specifically, we investigate the impact of usage restriction in South Korea on both gamers and the industry using individual-level game usage and spending data. Combining the difference-in-differences approach with a regression discontinuity design and propensity score matching, we show that although the regulation reduces overall game usage, the effects vary depending on past behaviors; that is, counter to expectations, the regulation effect, although negative for average gamers, is less so for heavy gamers and in fact directionally flips for the heaviest gamers. Furthermore, we find that its revenue impact is negligible, suggesting that gamers do not change spending patterns because of the intervention. Thus, usage restriction laws may deter light gamers from potentially excessive gaming but do not work well to dissuade heavy gamers, suggesting that a more nuanced approach (as opposed to a blanket usage restriction law) may be called for. Finally, we discuss the implications of such usage restriction laws as a vehicle to control overconsumption and protect consumers.
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保护消费者:评估使用限制法律对在线游戏使用和消费的影响
鉴于网络游戏行业的兴起,消费者保护法已经实施,以限制在互联网上过度的游戏。本研究从市场营销和公共政策两个角度对消费者保护政策及其有效性进行了评估。具体来说,我们使用个人层面的游戏使用和消费数据来调查韩国使用限制对玩家和行业的影响。将差异中的差异方法与回归不连续设计和倾向得分匹配相结合,我们发现尽管监管减少了整体游戏使用,但效果因过去的行为而异;也就是说,与预期相反,规则效应虽然对普通玩家是负面的,但对重度玩家的影响较小,事实上对重度玩家的影响是相反的。此外,我们发现它对收益的影响可以忽略不计,这表明玩家不会因为干预而改变消费模式。因此,使用限制法律可能会阻止轻度玩家过度玩游戏,但却无法有效劝阻重度玩家,这表明我们可能需要一种更微妙的方法(而不是笼统的使用限制法律)。最后,我们讨论了这种使用限制法律作为控制过度消费和保护消费者的工具的含义。
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