管理免费游戏中可消费数字商品的发行

Chungsang Lam, C. Ryan, M. X. Wu
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引用次数: 0

摘要

免费游戏的常见做法是采用简单直观的设计,并随着时间的推移以应用内购买(iap)的形式发行付费功能,从而从玩家身上赚钱。我们提出了一个最优控制模型,该模型产生了对这种方法的最优性和经济合理性的见解。通过分析特定结构化实例的游戏生命周期和IAP的最佳发行模式,我们描述了游戏在初始阶段无IAP的最佳发行模式,以便最大化其玩家基础的增长,然后利用这些玩家基础通过发行IAP创造收益。这一策略平衡了IAP发行对获取和留住玩家的影响与销售IAP的创收潜力之间的权衡。我们的模型还包含了外生因素(游戏邦注:如游戏的社交性质)如何影响初始IAP发行最佳时间的比较静态结果。在一项数值研究中,我们发现如果一款游戏能够在玩家购买之外创造收益(游戏邦注:例如通过广告收益),那么它便能够永久免费。我们还考虑到在免费期间由于每个玩家的运营成本而出现运营损失的可能性。我们展示了损失周期的长度(游戏邦注:虽然游戏是完全免费的)以及损失的大小取决于外部因素,包括口碑的强度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Managing the Release of Consumable Digital Goods in Freemium Games
A common practice for freemium games is to launch with a simple and intuitive design and release premium features over time in the form of in-app purchases (IAPs) to monetize players.We propose an optimal control model that yields insights into the optimality and economic justification of such an approach. Through analytically characterizing the game life cycle and optimal release pattern of IAP for certain structured instances, we characterize when games optimally launch with an initial period free of IAPs in order to maximize the growth of its player-base and later exploit this player-base for generating revenue by releasing IAPs. This strategy balances the tradeoff between the effects of IAP release on acquiring and retaining players with the revenuegenerating potential of selling IAPs. Our model also admits comparative statics results on how exogenous factors, such as the social nature of the game, influence the optimal time of initial IAP release. In a numerical study, we show that a game can be permanently free if it generates revenues outside of player purchases, say through advertising revenue. We also consider the possibility of an operating loss during the free period due to per-player operating costs. We show the length of the loss period (while the game is totally free) and the magnitude of loss depends on exogenous factors, including the strength of word-of-mouth.
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