The Discrepancy Between Video Game Purchase and Consumption in A Content Distribution Network
- 10.2991/jimet-15.2015.46How to use a DOI?
- content distribution networks; consumer behavior; video game.
This study looked at the user behavior of a content distribution network. We chose a random sample of over 17,000 users from the largest PC video game content distribution network and analyzed their purchase and consumption patterns. We found that an average user purchased 18 games during the 5-year period. However, there was a huge discrepancy between purchase and consumption of these games. An average user would only play half of the purchased games, and the remaining games purchased were never touched. Furthermore our examination showed that the average users (in terms of number of games purchased) had a marginally high utilization rate of their purchases than both light and heavy users. Surprisingly, experience with the service did not increase the utilization rate. These findings have important implications for software developers, publishers and consumer welfare.
- © 2015, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Yu Ma PY - 2015/12 DA - 2015/12 TI - The Discrepancy Between Video Game Purchase and Consumption in A Content Distribution Network BT - Proceedings of the 2015 Joint International Mechanical, Electronic and Information Technology Conference PB - Atlantis Press SP - 249 EP - 252 SN - 2352-538X UR - https://doi.org/10.2991/jimet-15.2015.46 DO - 10.2991/jimet-15.2015.46 ID - Ma2015/12 ER -