Selling Virtual Items in Free-to-Play Games: Transparent Selling vs. Opaque Selling

收入 对手 业务 非合作博弈 信息良好 筛选游戏 博弈论 微观经济学 广告 经济 计算机科学 互联网 计算机安全 会计 万维网
作者
Yifan Jiao,Christopher S. Tang,Jingqi Wang
出处
期刊:Service science [Institute for Operations Research and the Management Sciences]
卷期号:13 (2): 53-76 被引量:19
标识
DOI:10.1287/serv.2021.0271
摘要

The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using a “transparent selling” mechanism to sell virtual items, whereas others conceal this information from the players. This observation motivates us to examine whether and when game providers should adopt transparent selling. By analyzing a game-theoretical model that involves one game provider and two competitive players, we obtain the following results. First, when the price of the virtual goods is endogenously determined by the game provider, we find that transparent selling is not effective: it is optimal for the provider to adopt “opaque selling” by concealing the opponent’s skill level information from players. However, opaque selling hurts the player’s welfare. Second, when the selling price is exogenously given, transparent selling dominates opaque selling when the given price is high. Our results identify the conditions under which transparent selling dominates opaque selling.
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