游戏即服务中的宜家效应:关键性能指标为何会失效

Philipp Christian Lohse
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引用次数: 0

摘要

近年来,数字游戏服务取得了巨大成功。这些数字游戏高度依赖于应用内或游戏内购买,以及游戏即服务的概念。比起固定数字游戏,这更适用于手机数字游戏。这项研究中的模型表明,数字游戏可以很快接近其生命周期的终点,即使关键性能指标,如活跃玩家或花在游戏上的时间几乎保持不变。游戏发行公司必须意识到,价格的大幅上涨或游戏作为服务理念的其他剧烈变化都可能导致这种现象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Why Key Performance Indicators Might Fail – The IKEA Effect in Games as a Service
Digital games as a service are a huge success in recent years. These digital games highly rely on In-App or In-Game purchases and the concept of games as a service. This applies more for mobile digital games rather than stationary digital games. The model in this study shows, that a digital game can approach the end of it's life cycle quite quickly, even though that key performance indicators, like active players or time spent on a game stay nearly the same. Game publishing companies need to be aware, that a high increase in price or other drastic changes to a game as a service concept can lead to this phenomenon.
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