Do Suspense and Surprise Drive Entertainment Demand? Evidence from Twitch.tv

Andrey Simonov, Raluca M. Ursu, Carolina Zheng
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引用次数: 5

Abstract

We measure the relative importance of suspense and surprise in the entertainment preference of viewers of Twitch.tv, 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, we compute measures of suspense and surprise for a rational Bayesian viewer. We then develop and estimate a stylized utility model that underlies viewers' decisions to both join and to leave a game stream, allowing for a differential effect of suspense and surprise on these decisions. The estimates reveal that suspense enters the consumer utility but provide 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 0.2 percentage points. Consistent with the observation that only current viewers of a game observe the amount of suspense and surprise revealed in the game, we find no detectable effect of suspense and surprise on the decision to join a game. In a simulation exercise, we show that a change in game's realized suspense explains 8.1% of the observed range of the evolution of streams' viewership levels. Our results provide a general tool for content producers and platforms to use when designing and evaluating media products.
悬念和惊喜驱动娱乐需求吗?证据来自Twitch.tv
我们衡量了悬念和惊喜在Twitch观众娱乐偏好中的相对重要性。Tv,最大的在线视频游戏流媒体平台。使用来自流行电子游戏《反恐精英:全球攻势》锦标赛广播的详细收视率和游戏统计数据,我们计算了理性贝叶斯观众的悬念和惊喜度量。然后,我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,允许悬念和惊喜对这些决定产生不同的影响。这些估计表明,悬念进入了消费者效用,但几乎没有证据表明惊喜的影响。这一数值表明,每增加一个标准偏差,玩家离开游戏流的概率就会降低0.2个百分点。我们观察到只有当前的游戏观众才会观察到游戏中所呈现的悬念和惊喜的数量,与此一致的是,我们没有发现悬念和惊喜对加入游戏的决定有明显的影响。在模拟实验中,我们发现游戏悬念的变化可以解释8.1%的流媒体收视率水平变化。我们的研究结果为内容生产者和平台在设计和评估媒体产品时提供了一个通用的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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