By: |
Gandhi, Ashvin (NBER);
Giuliano, Paola (University of California, Los Angeles);
Guan, Eric (Riot Games);
Keefer, Quinn (California State University San Marcos);
McDonald, Chase (Riot Games);
Pagel, Michaela (NBER);
Tasoff, Joshua (Claremont Graduate University) |
Abstract: |
Economic research on entertainment is scant despite its large share of time
use. We test economic theories of belief-based utility in the context of
video-game engagement. Using data on 2.8 million matches from League of
Legends, we find evidence supporting reference-dependent preferences, loss
aversion, preferences for surprise and suspense, preferences for clumped
surprise, and flow theory from psychology. We then leverage our estimated
model and an evolutionary algorithm to find the information-revealing process
that maximizes player engagement. We find that the optimal version of the game
has increased game play equivalent to 43% of the winner-loser gap. |
Keywords: |
belief-based utility, reference-dependent utility, suspense and surprise, loss aversion, video games, entertainment design |
JEL: |
D8 D9 |
Date: |
2024–03 |
URL: |
http://d.repec.org/n?u=RePEc:iza:izadps:dp16877&r=cul |