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Add on or move on: Do in-game purchases help or hurt upgrading to newer game versions? 添加或继续:游戏内购买是有助于还是不利于升级到新游戏版本?
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.02.007
Olga Ungureanu , Rutger van Oest , Nico Schauerte
Video game players frequently face trade-offs between investing in in-game purchases to improve their currently owned game version and upgrading to a newer, improved version altogether. This decision is significant, as upgrading usually implies losing all acquired in-game items, which are typically incompatible with the newer game version. From the game publisher’s perspective, in-game purchases may deter upgrading and cannibalize newer game versions. However, these purchases may also increase game usage, making upgrading more likely. We consider these two paths with opposite effects. We use over four years of longitudinal data from a major video game publisher, containing individual players’ gaming, in-game purchasing, and upgrading behavior. We find evidence for both paths, with a stronger negative path for cannibalization and a weaker positive path via increased game usage. Furthermore, the net effect of in-game purchases on upgrading is contingent on two salience-related moderators, with recency of in-game purchases reinforcing the positive path and buzz about an upcoming game version attenuating the negative and reinforcing the positive path.
电子游戏玩家经常面临在购买游戏内部道具以完善自己现有的游戏版本和升级到更新的改进版本之间进行权衡的问题。这个决定很重要,因为升级通常意味着失去所有获得的游戏内道具,这些道具通常与新游戏版本不兼容。从游戏发行商的角度来看,游戏内置付费功能可能会阻碍游戏升级并蚕食新游戏版本。然而,这些购买也可能增加游戏的使用,使升级更有可能。我们认为这两种途径具有相反的效果。我们使用了一家大型电子游戏发行商超过4年的纵向数据,包括个体玩家的游戏、游戏内购买和升级行为。我们发现这两种路径都有存在的证据,即自相残杀的负面路径更强,而增加游戏使用率的正面路径更弱。此外,游戏内购买对升级的净影响取决于两种显著性相关的调节因素,游戏内购买的频繁程度强化了积极路径,而关于即将推出的游戏版本的传言则削弱了消极路径,强化了积极路径。
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引用次数: 0
Special section: Frontiers of Mediated Markets: Algorithms, Aesthetics, and Actors 特别部分:中介市场的前沿:算法、美学和演员
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.10.004
Renana Peres , Martin Schreier , David A. Schweidel , Alina Sorescu
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引用次数: 0
Focal and peripheral consumption journeys across virtual and physical realities: A study of online gaming 虚拟现实和物理现实中的焦点和外围消费旅程:一项在线游戏研究
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.04.008
Alex Baudet , Marie-Agnès Parmentier
This research investigates how families negotiate the intensification of competitive gaming, focusing on both focal consumers (gamers) and peripheral consumers (parents, siblings, or partners). Drawing on ethnographic, netnographic, and interview data, the study addresses how a virtual practice evolves as gamers become more committed and how its virtual and physical elements affect not only gamers’ experiences but also those of non-gamers. The authors have found that the negotiation of the practice follows an iterative process of evaluation, circumscription, and reconfiguration, leading to shifts in household norms, noise management, and spatial arrangements. As gaming transitions into a more immersive, virtual phase, its partial visibility can alienate non-gamers or heighten tensions regarding autonomy and shared routines. This study also shows that misalignments between material arrangements, doings, and meanings underpin many of the conflicts—yet they can be mitigated through supportive design choices, offline–online integration, and third-party mediation. This research highlights the pivotal role that peripheral consumers play in shaping emerging digital consumption practices. It concludes with practical and policy-level implications, offering strategies that product developers, community organizers, and educators can implement to foster household harmony and preserve gaming’s communal potential.
本研究调查了家庭如何协商竞争性游戏的强化,重点关注焦点消费者(玩家)和外围消费者(父母,兄弟姐妹或伴侣)。根据人种学、网络学和访谈数据,该研究探讨了随着玩家变得更加忠诚,虚拟实践是如何演变的,以及虚拟和物理元素是如何影响玩家和非玩家的体验的。作者发现,实践的协商遵循评估、限制和重新配置的迭代过程,导致家庭规范、噪音管理和空间安排的变化。随着游戏转向更具沉浸感的虚拟阶段,其部分可见性可能会疏远非玩家,或加剧自主权和共享惯例之间的紧张关系。这项研究还表明,物质安排、行为和意义之间的错位是许多冲突的根源,但它们可以通过支持性的设计选择、离线-在线集成和第三方调解来缓解。这项研究强调了外围消费者在塑造新兴数字消费实践中所起的关键作用。它总结了实际和政策层面的影响,提供了产品开发者、社区组织者和教育者可以实施的策略,以促进家庭和谐并保持游戏的社区潜力。
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引用次数: 0
Environmental sustainability considerations (or lack thereof) in consumer decision making 消费者决策中对环境可持续性的考虑(或缺乏考虑
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2024.08.003
Larissa Elmor , Guilherme A. Ramos , Yan Vieites , Bernardo Andretti , Eduardo B. Andrade
Environmental sustainability is often depicted as an important attribute of consideration among consumers. Even if multiple barriers may prevent them from “walking the talk,” a common implicit assumption is that consumers think about sustainability but choose a less eco-friendly route once confronted with such obstacles (e.g., higher prices). Absent from the literature, however, is a systematic investigation of the extent to which sustainability thoughts even come to consumers’ minds. Across six studies using a diverse set of measurements (free and aided elicitation), time of purchase (past or contemporaneous), consumer contexts (online or brick-and-mortar settings), levels of consequentialism (hypothetical or incentive-compatible), and samples (Brazil, UK, and US; N=7,942), our research consistently demonstrates that most consumers neglect the products’ environmental impact when making purchase decisions of fast-moving consumer goods. Environmental sustainability considerations are low in absolute terms, relative to other attributes, and even compared to participants’ own injunctive norms. Cognitive accessibility and contextual salience help explain the phenomenon. Considerations increase among consumers with strong environmental goals (e.g., high on biospheric values), for products highly prototypical of the sustainability cause (e.g., plastic bags), and when consumers are prompted with sustainability cues prior to choice (e.g., eco-labels). Methodological, managerial, and policy implications are discussed, and a simple framework to promote environmental sustainability consideration is proposed.
环境可持续性通常被视为消费者考虑的一个重要因素。即使多种障碍可能阻碍他们 "说到做到",但一个常见的隐含假设是,消费者会考虑可持续发展,但一旦遇到这些障碍(如价格上涨),他们就会选择不那么环保的路线。然而,对于消费者在多大程度上想到了可持续发展,相关文献却缺乏系统的调查。在六项研究中,我们使用了不同的测量方法(自由和辅助诱导)、购买时间(过去或当时)、消费环境(在线或实体店环境)、结果主义水平(假设或激励兼容)和样本(巴西、英国和美国;=7942),我们的研究一致表明,大多数消费者在做出快速消费品购买决策时会忽略产品对环境的影响。与其他属性相比,甚至与参与者自身的强制规范相比,环境可持续性考虑的绝对值都很低。认知可及性和情境显著性有助于解释这一现象。具有强烈环保目标(如生物圈价值观高)的消费者、可持续发展事业原型性强的产品(如塑料袋)、以及在选择前有可持续发展线索提示的消费者(如生态标签),都会增加对产品的考虑。本文讨论了方法、管理和政策方面的影响,并提出了一个促进环境可持续性考虑的简单框架。
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引用次数: 0
The impact of face presence in user-generated videos on consumer Engagement: Insights into How, When, and who 用户生成视频中面孔出现对消费者参与的影响:如何、何时、何人的洞察
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.02.003
Xia Wang , Ying Ding , Ying Hu
In the era of influencer economy, it is prevalent for influencers to show their faces in user-generated videos (UGVs). However, a comprehensive understanding of who benefits most from face presence and the optimal strategies for how and when to incorporate faces into UGVs is limited. Through four studies—analyses of one large-scale real-world dataset, two controlled experiments, and an eye-tracking study—we systematically examine the impact of face presence on consumer engagement. Our findings indicate that face presence in UGVs is generally associated with higher consumer engagement; however, this relationship weakens for influencers with larger follower bases (over 160,000). Additionally, moderate face presence (30–40% of video frames) yields the highest engagement. Furthermore, early face presence is particularly effective in grabbing attention and driving engagement for influencers with smaller follower counts (fewer than 100,000). These insights advance the understanding of dynamics between face presence in UGVs and consumer engagement and offer actionable guidelines for strategically managing faces in UGVs.
在网红经济时代,网红在用户生成视频(ugv)中露面是一种普遍现象。然而,对于谁从人脸存在中获益最多,以及如何以及何时将人脸纳入ugv的最佳策略,目前的全面理解是有限的。通过四项研究——对一个大规模真实数据集的分析、两个对照实验和一个眼球追踪研究——我们系统地研究了面部存在对消费者参与的影响。我们的研究结果表明,ugv中的人脸存在通常与更高的消费者参与度相关;然而,对于粉丝基数较大(超过16万)的网红来说,这种关系会减弱。此外,适度的面部呈现(30-40%的视频帧)会产生最高的参与度。此外,对于粉丝数量较少(少于10万)的网红来说,早期的脸出现在吸引注意力和推动参与度方面尤其有效。这些见解促进了对ugv中面孔存在和消费者参与之间动态关系的理解,并为ugv中面孔的战略管理提供了可操作的指导方针。
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引用次数: 0
Exploring player cocreation dynamics on the gaming platform: Interplay of goal fulfillments, orchestration actions, and platform affordances 探索游戏平台上的玩家共同创造动态:目标实现、协调行动和平台支持的相互作用
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2024.12.003
Hsiu-Yu Hung , Ajay Kumar , V. Kumar , Chih-Cheng Lin , Kim Hua Tan
Understanding player co-creation dynamics on gaming platforms is crucial for fostering engagement and driving innovation in digital marketing. This study investigates these dynamics on the Roblox platform, proposing an integrated framework that connects platform capabilities with player-driven orchestration actions and the pursuit of diverse goals − a model applicable to various digital marketing contexts. We identify three types of gaming platform affordances and three types of developers’ orchestration actions, ultimately shaping co-creation activities in terms of creative and social engagement. Using web crawling and text mining methodologies, we analyze a large, longitudinal dataset from Roblox developers engaged in co-creation projects. We employ three observable metrics to quantify co-creation activities, applying different perspectives including equality-based, effort-based weighted, and specialized measures of creative and social engagement. Our findings confirm the direct effects of platform affordances and orchestration actions on co-creation activities, with post-hoc analyses revealing goal fulfillment as an important antecedent mechanism. To validate our results, we conducted a two-stage survey with 206 experienced Roblox developers, providing additional robustness to our empirical findings. This research advances our understanding of digital co-creation and offers practical implications for designing more engaging and innovative gaming platforms. As gaming and digital marketing converge, particularly in the evolving metaverse landscape, this study underscores the importance of leveraging co-creation dynamics to enhance user engagement and drive platform growth.
理解玩家在游戏平台上的共同创造动态对于培养用户粘性和推动数字营销创新至关重要。本研究调查了Roblox平台上的这些动态,提出了一个集成框架,将平台功能与玩家驱动的编排行动和追求多样化的目标联系起来,这是一个适用于各种数字营销环境的模型。我们确定了三种类型的游戏平台能力和三种类型的开发者协调行动,最终形成了创造性和社交粘性方面的共同创造活动。使用网络抓取和文本挖掘方法,我们分析了参与共同创造项目的Roblox开发人员的大型纵向数据集。我们采用三个可观察的指标来量化共同创造活动,应用不同的视角,包括基于平等、基于努力的加权和创造性和社会参与的专门措施。我们的研究结果证实了平台功能和编排行为对共同创造活动的直接影响,事后分析揭示了目标实现是一个重要的先决机制。为了验证我们的结果,我们对206名经验丰富的Roblox开发者进行了两阶段的调查,为我们的实证发现提供了额外的稳健性。这项研究促进了我们对数字共同创造的理解,并为设计更具吸引力和创新性的游戏平台提供了实际意义。随着游戏和数字营销的融合,特别是在不断发展的虚拟世界中,这项研究强调了利用共同创造动态来提高用户粘性和推动平台增长的重要性。
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引用次数: 0
The impact of gender expectations on the evaluation of video game livestreaming content 性别期望对视频游戏直播内容评估的影响
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.09.007
Roman Welden , Laurel Johnston , Jonathan Hasford
As the market for livestreaming video game content grows, there is an increasing need to understand how consumers evaluate livestreamers. We propose that gender stereotypes associated with video games spill over into consumer judgments of livestreamers, their content, and the brands they promote. Specifically, consumers have different expectations of performance for female and male livestreamers, which, when violated, lead to negative downstream consequences for streamers and brands that support them. Across a pilot study and five experiments (n = 2402), we demonstrate that when livestreamers violate expectations of video game performance, consumers high in emotional intelligence (EI) are less likely to engage with them. Specifically, consumers high in EI are less likely to engage with a female (male) streamer when they perform well (poorly). Additionally, we find that while marketing interventions can enhance evaluations of brand partners among high EI consumers, they are less effective in altering consumer evaluations of female streamers. These findings contribute to our understanding of consumer engagement with livestreamers, the role of gender in video game subcultures, and the impact of consumer EI on consumption.
随着视频游戏直播内容市场的增长,我们越来越需要了解消费者是如何评估直播者的。我们认为,与电子游戏相关的性别刻板印象会影响消费者对直播者、他们的内容和他们推广的品牌的判断。具体来说,消费者对女性和男性直播者的表现有不同的期望,如果违反了这一点,就会给直播者和支持他们的品牌带来负面的下游后果。通过一项初步研究和5项实验(n = 2402),我们证明了当直播者违反电子游戏表现预期时,高情商(EI)的消费者不太可能与他们互动。具体来说,高情商的消费者在表现良好(或不佳)的情况下不太可能与女性(男性)主播互动。此外,我们发现,虽然营销干预可以提高高情商消费者对品牌合作伙伴的评价,但它们在改变消费者对女性主播的评价方面效果较差。这些发现有助于我们理解消费者与直播者的互动,性别在电子游戏亚文化中的作用,以及消费者EI对消费的影响。
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引用次数: 0
The rise of the subscription model in the video game console industry: Unveiling the commercial consequences for platform owners and video game sellers 电子游戏主机产业中订阅模式的兴起:揭示平台所有者和电子游戏销售商的商业后果
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.02.006
Michiel Van Crombrugge , Stefan Stremersch
Prior research in the video game console industry empirically examined the interdependence of hardware (i.e., console) sales, software (i.e., video game) sales and software supply. Recently, we have witnessed the rise of the subscription model (such as Microsoft’s Xbox Game Pass and Sony’s PlayStation Plus) as a new business model among platform owners. The impact of this new business model on platform owner revenues, video game seller revenues, and video game supply are unknown to date. Does this new model fuel growth for all sides of the market or does it come at the expense of console and/or video game sales revenue? We study the past launches of Microsoft’s Xbox Game Pass and Sony’s PlayStation Plus on which now the dust has settled enough to examine the commercial consequences thereof. Our research provides first evidence that the introduction of the respective subscription models in proprietary video game console markets: (1) enhanced console revenue, (2) had limited impact on video game revenue (contrary to the cannibalizing effects observed in the music, movie and TV industry), and (3) created a healthier video game supply, either by increasing the quantity of video game introductions (i.e., for PlayStation) or increasing their average quality (i.e., for Xbox).
之前关于电子游戏主机产业的研究便是基于经验去检验硬件(游戏邦注:即主机)销售,软件(游戏邦注:即电子游戏)销售和软件供应的相互依赖性。最近,我们见证了订阅模式(游戏邦注:如微软的Xbox Game Pass和索尼的PlayStation Plus)作为一种新的商业模式在平台所有者中崛起。这种新商业模式对平台所有者收益、电子游戏销售商收益和电子游戏供应的影响目前还不得而知。这种新模式是否会推动市场各方面的发展,还是会以牺牲主机和/或电子游戏的销售收入为代价?我们研究了微软的Xbox Game Pass和索尼的PlayStation Plus过去的发布,现在尘埃落定,足以研究其商业后果。我们的研究提供了第一个证据,证明在专有视频游戏主机市场中引入各自的订阅模式:(1)增加了主机收入,(2)对视频游戏收入的影响有限(与在音乐、电影和电视行业观察到的蚕食效应相反),(3)通过增加视频游戏引入的数量(如PlayStation)或提高其平均质量(如Xbox),创造了更健康的视频游戏供应。
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引用次数: 0
Personalized game design for improved user retention and monetization in freemium games 个性化游戏设计,提高免费游戏的用户留存率和盈利能力
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.01.006
Eva Ascarza , Oded Netzer , Julian Runge
One of the most significant levers available to gaming companies in designing digital games is setting the level of difficulty, which essentially regulates the user’s ability to progress within the game. This aspect is particularly significant in free-to-play (F2P) games, where the paid version often aims to enhance the player’s experience and facilitate faster progression. In this paper, we leverage a large randomized control trial to assess the effect of dynamically adjusting game difficulty on players’ behavior and game monetization in the context of a popular F2P mobile game. The results highlight the intertwined dynamics of customer retention and monetization in such settings. As expected, offering players an easier game significantly decreases purchases in the specific round played — faced with an easier game, users do not need to resort to in-game purchases to make progress. However, because lowering the game difficulty increases both immediate engagement and long-term retention, lower difficulty levels result in a significant increase in customer spending both in the short and long run. We find substantial heterogeneity in the strength of these effects. Customers who are more prone to making progress in the game exhibit stronger effects in both the short and long run, whereas customers who previously spent money on the game exhibit stronger effects primarily in long-term monetization. We leverage these insights to demonstrate how the focal firm can use game difficulty adjustment to further increase revenues from both advertising and premium services and to recommend personalized product design strategies for freemium apps more broadly.
游戏公司在设计数字游戏时最重要的杠杆之一就是设置难度等级,这基本上可以调节用户在游戏中前进的能力。这一点在免费游戏中尤为重要,因为付费版本的目标往往是增强玩家的体验,促进更快的进程。在本文中,我们利用一项大型随机对照试验来评估动态调整游戏难度对一款流行免费手机游戏中玩家行为和游戏盈利的影响。研究结果强调了在这种情况下,客户留存率和盈利之间的相互关系。不出所料,为玩家提供一款更简单的游戏会显著减少玩家在特定回合中的购买行为——面对一款更简单的游戏,用户不需要通过游戏内购买来取得进展。然而,因为降低游戏难度既能提高即时粘性,又能提高长期留存率,所以较低的难度水平会显著增加用户的短期和长期消费。我们发现这些效应的强度存在很大的异质性。更倾向于在游戏中取得进展的用户在短期和长期都表现出更强的影响,而之前在游戏中花钱的用户则主要在长期盈利方面表现出更强的影响。我们将利用这些见解来展示焦点公司如何利用游戏难度调整来进一步增加广告和付费服务的收益,并为更广泛的免费应用推荐个性化的产品设计策略。
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引用次数: 0
Introduction to the Special Issue: The Game of Life – The Role of Videogames in Marketing 特刊导论:生活的游戏——电子游戏在市场营销中的作用
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.10.005
P.K. Kannan , Michael Haenlein
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引用次数: 0
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International Journal of Research in Marketing
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