On the Tiny Yet Real Happiness Phenomenon in the Mobile Games Market

Po-Heng Chen, Yi-Pei Tu, Kuan-Ta Chen
{"title":"On the Tiny Yet Real Happiness Phenomenon in the Mobile Games Market","authors":"Po-Heng Chen, Yi-Pei Tu, Kuan-Ta Chen","doi":"10.1109/DSAA.2016.76","DOIUrl":null,"url":null,"abstract":"This paper explores a counter-intuitive observation in the global mobile games market: that despite people in East Asian countries currently experiencing a challenging economic environment with lower disposable incomes and less leisure time than people in the West, they still spend much greater amounts of money on mobile gaming on a per-user basis. We link this situation to the tiny yet real happiness (TYRH) phenomenon: a term coined by Haruki Murakami, frequently rumored as a future recipient of the Nobel Prize for Literature, in his 1986 book \"Afternoon at Langerhan's Island\". The TYRH phenomenon describes that, due to structural inequality problems, people (especially the members of younger generations) may lose their ambition to actively develop their careers, and instead to cherish small, ordinary moments of bliss. More concretely, people implicated in this phenomenon tend to maintain an attitude of \"living in the moment\" without regard for their current and future lives, and may even retreat into various non-career-related activities, including mobile gaming. In this paper, we investigate the possible role of the TYRH phenomenon in influencing how smartphone users spend money (and time) on mobile games. We find that countries with long work hours, higher scores on the Gini index, lower unemployment rates, and lower life satisfaction are all associated with higher per-user spending on mobile games on both the App Store and Google Play platforms. This suggests that the TYRH phenomenon is indeed positively associated with mobile game-playing and spending behavior, and that countries where the phenomenon is more prominent are likely to contribute disproportionately to the mobile games market, now and in the future.","PeriodicalId":193885,"journal":{"name":"2016 IEEE International Conference on Data Science and Advanced Analytics (DSAA)","volume":"109 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Conference on Data Science and Advanced Analytics (DSAA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DSAA.2016.76","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

This paper explores a counter-intuitive observation in the global mobile games market: that despite people in East Asian countries currently experiencing a challenging economic environment with lower disposable incomes and less leisure time than people in the West, they still spend much greater amounts of money on mobile gaming on a per-user basis. We link this situation to the tiny yet real happiness (TYRH) phenomenon: a term coined by Haruki Murakami, frequently rumored as a future recipient of the Nobel Prize for Literature, in his 1986 book "Afternoon at Langerhan's Island". The TYRH phenomenon describes that, due to structural inequality problems, people (especially the members of younger generations) may lose their ambition to actively develop their careers, and instead to cherish small, ordinary moments of bliss. More concretely, people implicated in this phenomenon tend to maintain an attitude of "living in the moment" without regard for their current and future lives, and may even retreat into various non-career-related activities, including mobile gaming. In this paper, we investigate the possible role of the TYRH phenomenon in influencing how smartphone users spend money (and time) on mobile games. We find that countries with long work hours, higher scores on the Gini index, lower unemployment rates, and lower life satisfaction are all associated with higher per-user spending on mobile games on both the App Store and Google Play platforms. This suggests that the TYRH phenomenon is indeed positively associated with mobile game-playing and spending behavior, and that countries where the phenomenon is more prominent are likely to contribute disproportionately to the mobile games market, now and in the future.
论手机游戏市场中微小但真实的快乐现象
这篇文章探讨了全球手机游戏市场的一个反直觉观察:尽管东亚国家的人们目前正经历着具有挑战性的经济环境,他们的可支配收入和休闲时间都低于西方,但他们仍然在手机游戏上花费更多的钱。我们将这种情况与微小但真实的幸福(TYRH)现象联系起来:这个词是村上春树在1986年的《朗格汉岛的下午》一书中创造的,村上春树经常被传为未来的诺贝尔文学奖获得者。TYRH现象描述的是,由于结构性不平等问题,人们(尤其是年轻一代)可能会失去积极发展事业的雄心,转而珍惜平凡的幸福时刻。更具体地说,这种现象中的人倾向于保持一种“活在当下”的态度,而不考虑他们现在和未来的生活,甚至可能退回到各种与职业无关的活动中,包括手机游戏。在本文中,我们调查了TYRH现象在影响智能手机用户在手机游戏中花钱(和时间)的可能作用。我们发现,那些工作时间较长、基尼指数较高、失业率较低、生活满意度较低的国家,在App Store和Google Play平台上的每用户手机游戏消费都较高。这表明,TYRH现象确实与手机游戏体验和消费行为呈正相关,而且这种现象更为突出的国家,无论现在还是将来,都可能对手机游戏市场做出不成比例的贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信