计算机科学
产品(数学)
竞赛(生物学)
市场份额
新产品开发
市场竞争
用户参与度
最终用户
游戏开发者
导播室
过程管理
用户体验设计
控制(管理)
业务
临界质量(社会动力学)
营销
质量(理念)
万维网
用户需求
知识管理
战略规划
平衡(能力)
生产(经济)
游戏设计
作者
Joohyun Kim,Monica Johar,Vijay Mookerjee
标识
DOI:10.1287/isre.2024.1192
摘要
When should a game studio continue building in beta and when should it go live? In an industry defined by continuous updates and diverse players, online game developers must decide what to build and when to release while balancing engagement, monetization, and development resources. Unlike traditional software, online games operate in a mass market environment where users differ widely in experience and tolerance for bugs, and where frequent updates are essential to maintain interest and competitiveness. We show that beta releases are not only testing tools but strategic instruments for managing user diversity, product complexity, and release timing. Beta phases allow firms to gather feedback and refine features before broader release. Full releases should be delayed when complexity is high or when experienced users represent a large share of the user base. Release decisions must balance development constraints with market pressures. Although delaying releases can improve quality, competition may require earlier launches. From a policy perspective, platform operators can support better outcomes by enabling structured beta programs, managing user expectations, and providing tools for staged rollouts. These practices help improve product quality, reduce negative user experiences, and enhance long-term user engagement in digital ecosystems.
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