媒体产品设计中的悬念与惊喜——来自Twitch的证据

IF 5.1 1区 管理学 Q1 BUSINESS Journal of Marketing Research Pub Date : 2023-02-01 DOI:10.1177/00222437221108653
Andrey Simonov, Raluca M. Ursu, Carolina Zheng
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引用次数: 7

摘要

作者量化了基于信念的悬念和惊喜措施在最大的在线视频游戏流媒体平台Twitch观众娱乐偏好中的相对重要性。作者使用流行视频游戏《反恐精英:全球攻势》的详细收视率和比赛统计数据,计算出理性观众的悬念和惊喜。然后,他们开发并估计了一个程式化的实用模型,该模型是观众决定加入和离开游戏流的基础。所使用的方法使作者能够因果地识别悬念和惊喜对观众效用的直接影响,将其与其他娱乐价值来源(如团队技能)和间接/供应副作用(如口碑、广告)区分开来。作者表明,悬念进入了观众的效用,但几乎没有发现惊喜效果的证据。幅度意味着,圆形水平悬念的一个标准差增加会使离开溪流的概率降低.27个百分点。作者没有发现悬念和惊喜对加入流的决定有明显的影响,排除了间接影响。悬疑水平的变化解释了9.2%的观察到的流收视率演变范围。作者使用这些估计来评估反事实游戏和平台设计。他们显示,《反恐精英:全球进攻》游戏规则的历史更新使锦标赛收视率增加了4.1%,该规则可以进一步修改以增加收视率,并且向加入用户通知游戏得分的替代平台设计将使总收视率增加1.3%,这些结果说明了作者的方法作为内容生产者和平台评估和设计媒体产品的通用工具的价值。
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Suspense and Surprise in Media Product Design: Evidence from Twitch
The authors quantify the relative importance of beliefs-based suspense and surprise measures in the entertainment preferences of viewers of Twitch, the largest online video game streaming platform. Using detailed viewership and game statistics data from broadcasts of tournaments of a popular video game, Counter-Strike: Global Offensive, the authors compute measures of suspense and surprise for a rational viewer. They then develop and estimate a stylized utility model that underlies viewers’ decisions to both join and leave a game stream. The method used enables the authors to causally identify the direct effect of suspense and surprise on viewers’ utilities, separating it from other sources of entertainment value (e.g., team skill) and from indirect/supply-side effects (e.g., word of mouth, advertising). The authors show that suspense enters a viewer's utility but find little evidence of the effect of surprise. The magnitudes imply that a one-standard-deviation increase in round-level suspense decreases the probability of leaving a stream by .27 percentage points. The authors find no detectable effect of suspense and surprise on the decision to join a stream, ruling out indirect effects. Variation in suspense levels explains 9.2% of the observed range of the evolution of a stream's viewership. The authors use these estimates to evaluate counterfactual game and platform designs. They show that historical updates to Counter-Strike: Global Offensive game rules have increased tournament viewership by 4.1%, that rules can be further modified to increase viewership, and that alternative platform designs that inform joining users of games’ scores will additionally increase overall viewership by 1.3%. Together, these results illustrate the value of the authors’ method as a general tool that content producers and platforms can use to evaluate and design media products.
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来源期刊
CiteScore
10.30
自引率
6.60%
发文量
79
期刊介绍: JMR is written for those academics and practitioners of marketing research who need to be in the forefront of the profession and in possession of the industry"s cutting-edge information. JMR publishes articles representing the entire spectrum of research in marketing. The editorial content is peer-reviewed by an expert panel of leading academics. Articles address the concepts, methods, and applications of marketing research that present new techniques for solving marketing problems; contribute to marketing knowledge based on the use of experimental, descriptive, or analytical techniques; and review and comment on the developments and concepts in related fields that have a bearing on the research industry and its practices.
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