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An empirical study of partial zero p...
~
Chang, Woo Hyun.
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An empirical study of partial zero pricing policy in the online game industry.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
An empirical study of partial zero pricing policy in the online game industry./
Author:
Chang, Woo Hyun.
Description:
144 p.
Notes:
Source: Dissertation Abstracts International, Volume: 72-10, Section: A, page: .
Contained By:
Dissertation Abstracts International72-10A.
Subject:
Economics, General. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3471469
ISBN:
9781124825076
An empirical study of partial zero pricing policy in the online game industry.
Chang, Woo Hyun.
An empirical study of partial zero pricing policy in the online game industry.
- 144 p.
Source: Dissertation Abstracts International, Volume: 72-10, Section: A, page: .
Thesis (Ph.D.)--The University of Wisconsin - Madison, 2011.
A pricing strategy by which a firm keeps the majority of non-paying users in the game while generating revenues from a relatively small group of paying users who purchase special items has successfully been introduced into the online game industry. This thesis focuses on this phenomenon in order to (a) recover the primitives empirically underlying this pricing policy and (b) to find welfare implications by using a market-level dataset from the Korean online game industry, which has led the world online game market during the last decade.
ISBN: 9781124825076Subjects--Topical Terms:
1017424
Economics, General.
An empirical study of partial zero pricing policy in the online game industry.
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144 p.
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Source: Dissertation Abstracts International, Volume: 72-10, Section: A, page: .
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Adviser: Juan Esteban Carranza.
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Thesis (Ph.D.)--The University of Wisconsin - Madison, 2011.
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A pricing strategy by which a firm keeps the majority of non-paying users in the game while generating revenues from a relatively small group of paying users who purchase special items has successfully been introduced into the online game industry. This thesis focuses on this phenomenon in order to (a) recover the primitives empirically underlying this pricing policy and (b) to find welfare implications by using a market-level dataset from the Korean online game industry, which has led the world online game market during the last decade.
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In the first chapter, I examine the impact of the introduction of partial zero pricing policy games on the industry by estimating the demand system of the Korean online game industry with a multi-stage budgeting method. I exclusively consider partial zero pricing online games in the second chapter, investigating the phenomenon more deeply. I, then, in the third chapter, examine the welfare trade-off between the size of networks and the number of networks. Finally, in the fourth chapter, I review possible dynamic issues that arise within the online game industry when there are network effects.
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School code: 0262.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3471469
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