Proceedings of the 2015 Joint International Mechanical, Electronic and Information Technology Conference

The Discrepancy Between Video Game Purchase and Consumption in A Content Distribution Network

Authors
Yu Ma
Corresponding Author
Yu Ma
Available Online December 2015.
DOI
10.2991/jimet-15.2015.46How to use a DOI?
Keywords
content distribution networks; consumer behavior; video game.
Abstract

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.

Copyright
© 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/).

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Volume Title
Proceedings of the 2015 Joint International Mechanical, Electronic and Information Technology Conference
Series
Advances in Computer Science Research
Publication Date
December 2015
ISBN
978-94-6252-129-2
ISSN
2352-538X
DOI
10.2991/jimet-15.2015.46How to use a DOI?
Copyright
© 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  -