数字脱碳时代数字游戏平台的付费与混合捆绑模式

IF 4.4 3区 管理学 Q1 OPERATIONS RESEARCH & MANAGEMENT SCIENCE Annals of Operations Research Pub Date : 2024-09-14 DOI:10.1007/s10479-024-06233-9
Simeng Liu, Yashuang Wei, Guofang Nan, Dahui Li
{"title":"数字脱碳时代数字游戏平台的付费与混合捆绑模式","authors":"Simeng Liu, Yashuang Wei, Guofang Nan, Dahui Li","doi":"10.1007/s10479-024-06233-9","DOIUrl":null,"url":null,"abstract":"<p>Digital game platforms have provided “pay-to-play” (P2P) games for players to purchase and play on platforms for many years. Recently, platforms have adopted the hybrid bundling (HB) strategy that provides a bundled service of digital games in addition to P2P games. This strategy has the potential to facilitate the growth of digital games and address efficient decarbonization of physical copies of games. This study develops a theoretic model to explore whether the platform should adopt HB and, if so, what are the optimal value and price of the bundled service. We find that HB benefits profits when the usage cost of the bundled service is lower than that of P2P games, the unit price of P2P games is relatively high, and the spillover effect is low. Under such circumstances, the platform decides to provide a low-value and high-price bundled service to supplement P2P games. Moreover, when the usage cost of the bundled service is higher, HB benefits market size which also promotes digital games and reduces carbon emissions. Under such circumstances, when the unit price of P2P games is high, the platform provides a high-value and low-price service; otherwise, a low-value and low-price service. Interestingly, HB cannot simultaneously benefit both profits and market size. We find that a win–win–win situation exists for the platform, players, and social welfare when HB is profitable for the platform. When HB expands market size, it is always beneficial to players but may hurt social welfare. Finally, the bundled service may lead to social inefficiency.</p>","PeriodicalId":8215,"journal":{"name":"Annals of Operations Research","volume":null,"pages":null},"PeriodicalIF":4.4000,"publicationDate":"2024-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pay-to-play versus hybrid bundling for digital game platforms in digital decarbonization era\",\"authors\":\"Simeng Liu, Yashuang Wei, Guofang Nan, Dahui Li\",\"doi\":\"10.1007/s10479-024-06233-9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Digital game platforms have provided “pay-to-play” (P2P) games for players to purchase and play on platforms for many years. Recently, platforms have adopted the hybrid bundling (HB) strategy that provides a bundled service of digital games in addition to P2P games. This strategy has the potential to facilitate the growth of digital games and address efficient decarbonization of physical copies of games. This study develops a theoretic model to explore whether the platform should adopt HB and, if so, what are the optimal value and price of the bundled service. We find that HB benefits profits when the usage cost of the bundled service is lower than that of P2P games, the unit price of P2P games is relatively high, and the spillover effect is low. Under such circumstances, the platform decides to provide a low-value and high-price bundled service to supplement P2P games. Moreover, when the usage cost of the bundled service is higher, HB benefits market size which also promotes digital games and reduces carbon emissions. Under such circumstances, when the unit price of P2P games is high, the platform provides a high-value and low-price service; otherwise, a low-value and low-price service. Interestingly, HB cannot simultaneously benefit both profits and market size. We find that a win–win–win situation exists for the platform, players, and social welfare when HB is profitable for the platform. When HB expands market size, it is always beneficial to players but may hurt social welfare. Finally, the bundled service may lead to social inefficiency.</p>\",\"PeriodicalId\":8215,\"journal\":{\"name\":\"Annals of Operations Research\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.4000,\"publicationDate\":\"2024-09-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Annals of Operations Research\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.1007/s10479-024-06233-9\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"OPERATIONS RESEARCH & MANAGEMENT SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Annals of Operations Research","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1007/s10479-024-06233-9","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"OPERATIONS RESEARCH & MANAGEMENT SCIENCE","Score":null,"Total":0}
引用次数: 0

摘要

多年来,数字游戏平台一直提供 "付费游戏"(P2P),供玩家在平台上购买和玩耍。最近,平台采用了混合捆绑(HB)战略,除 P2P 游戏外,还提供数字游戏捆绑服务。这种策略有可能促进数字游戏的发展,并有效解决游戏实体副本的去碳化问题。本研究建立了一个理论模型,以探讨平台是否应采用 HB,如果采用,捆绑服务的最佳价值和价格是多少。我们发现,当捆绑服务的使用成本低于 P2P 游戏的使用成本、P2P 游戏的单价相对较高、溢出效应较低时,HB 会带来利润。在这种情况下,平台决定提供低价值、高价格的捆绑服务来补充 P2P 游戏。此外,当捆绑服务的使用成本较高时,HB 有利于市场规模的扩大,这也促进了数字游戏的发展并减少了碳排放。在这种情况下,当 P2P 游戏单价较高时,平台提供的是高价值、低价格的服务;反之,则是低价值、低价格的服务。有趣的是,HB 不能同时有利于利润和市场规模。我们发现,当 HB 对平台有利可图时,就会出现平台、玩家和社会福利三赢的局面。当 HB 扩大市场规模时,它总是有利于玩家,但可能会损害社会福利。最后,捆绑服务可能导致社会效率低下。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

摘要图片

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Pay-to-play versus hybrid bundling for digital game platforms in digital decarbonization era

Digital game platforms have provided “pay-to-play” (P2P) games for players to purchase and play on platforms for many years. Recently, platforms have adopted the hybrid bundling (HB) strategy that provides a bundled service of digital games in addition to P2P games. This strategy has the potential to facilitate the growth of digital games and address efficient decarbonization of physical copies of games. This study develops a theoretic model to explore whether the platform should adopt HB and, if so, what are the optimal value and price of the bundled service. We find that HB benefits profits when the usage cost of the bundled service is lower than that of P2P games, the unit price of P2P games is relatively high, and the spillover effect is low. Under such circumstances, the platform decides to provide a low-value and high-price bundled service to supplement P2P games. Moreover, when the usage cost of the bundled service is higher, HB benefits market size which also promotes digital games and reduces carbon emissions. Under such circumstances, when the unit price of P2P games is high, the platform provides a high-value and low-price service; otherwise, a low-value and low-price service. Interestingly, HB cannot simultaneously benefit both profits and market size. We find that a win–win–win situation exists for the platform, players, and social welfare when HB is profitable for the platform. When HB expands market size, it is always beneficial to players but may hurt social welfare. Finally, the bundled service may lead to social inefficiency.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Annals of Operations Research
Annals of Operations Research 管理科学-运筹学与管理科学
CiteScore
7.90
自引率
16.70%
发文量
596
审稿时长
8.4 months
期刊介绍: The Annals of Operations Research publishes peer-reviewed original articles dealing with key aspects of operations research, including theory, practice, and computation. The journal publishes full-length research articles, short notes, expositions and surveys, reports on computational studies, and case studies that present new and innovative practical applications. In addition to regular issues, the journal publishes periodic special volumes that focus on defined fields of operations research, ranging from the highly theoretical to the algorithmic and the applied. These volumes have one or more Guest Editors who are responsible for collecting the papers and overseeing the refereeing process.
期刊最新文献
Leveraging interpretable machine learning in intensive care Correction: Power utility maximization with expert opinions at fixed arrival times in a market with hidden gaussian drift Designing resilient supply chain networks: a systematic literature review of mitigation strategies Data science and decision analytics Climbing university rankings under resources constraints: a combined approach integrating DEA and directed Louvain community detection
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1