Data for “Purchase, Play, and Upgrade” Research Opportunity Awarded
In March, AIAB launched a new project with data from a major sports video game. The data covers a three-year period, including annual releases of new versions, and purchases of additional game features during that time.
The data also provides unique opportunities to explore the relationship between usage and renewal behavior as well as the use of text-mining methods to characterize the survey data and relate it to future behavior. Since the game depicts the teams and players in a major sports league, there are also opportunities to relate video game play to real-world performance of teams/players.
We’re pleased to announce that the following teams have been awarded data for this Research Project.
Learned to be loyal: Exploring the relationship between game playing histories and upgrading behavior
Katja Seim, The Wharton School, University of Pennsylvania
Takeaki Sunada, University of Pennsylvania
Scalable Bayesian Inference of Dynamic Segmentation Model with Variable Selection: Analyzing Large-Scale Longitudinal Consumer Behavior Data
Yifan Zhang, Penn State University
Duncan Fong, Penn State University
Pulak Ghosh, Indian Institute of Management Bangalore
The Measurement Effect of Satisfaction Survey on Video Game Players’ Purchase, Play, and Upgrade
Qingliang Wang, Xi’an Jiaotong University
Pradeep K. Chintagunta, University of Chicago
David Kim, University of Chicago
Charles Zou, University of Chicago
Using Multigeneration Diffusion Models to Understand Players’ Purchase and Game Play Behaviors across Game Versions
Zhengrui Jiang, Iowa State University
Xinxue (Shawn) Qu, Iowa State University
Social in-game mechanics: effect on player journey, purchases and likelihood to become a promotor
Jacob Mickelsson, Hanken School of Economics
Minna Pura, Hanken School of Economics in Helsinki
Mauri Kaipainen, Södertörn University
Are Words the Window to the Soul? Characterizing Play and Purchase Behavior using Textual Survey Data
Kim Schouten, Erasmus University Rotterdam
Franciska de Jong, Erasmus University Rotterdam
Flavius Frasincar, Erasmus University Rotterdam/University of Twente
Do In-game Purchases Backfire on Players’ Willingness to Purchase Game Version Upgrades?
Olga Ungureanu, BI Norwegian Business School
Rutger van Oest, BI Norwegian Business School
Learn, Master and Customize: Identifying gamers’ skill accumulation and lifetime values
Xuezhen Tao, University of Maryland
Andrew Sweeting, University of Maryland
Upgrading customers to new product generations in markets with network effects
Florian Deutzmann, Erasmus University Rotterdam
Stefan Stremersch, Erasmus University Rotterdam
Predicting Purchase Behavior with Interpretable Non-Parametric Models
Karen Zheng, Massachusetts Institute of Technology
Rahul Mazumder, Massachusetts Institute of Technology
Tauhid Zaman, Massachusetts Institute of Technology
Capturing Virtual Business Opportunities from Real-World Events: Findings and Insights from Sports Video Games
Yong Liu, University of Arizona
Junming Yin, University of Arizona
Tianyu Gu, University of Arizona