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How People Reflect On The Usage Of Cosmetic Virtual Goods: A Structural Topic Modeling Analysis Of R/Dota2 Discussions

Author

Listed:
  • Denis Bulygin

    (National Research University Higher School of Economics)

  • Ilya Musabirov

    (National Research University Higher School of Economics)

Abstract

With virtual purchases being a leading source of revenue for game developers, it is still unclear how players evaluate non-functional goods and the experiences those goods grant. With the use of structural topic models, this work demonstrates the dimensions of players’ experience extracted from discussions in association with price changes. This work contributes to the field by decomposing virtual goods values into experience dimensions in their relationship between extracted experience dimensions and the item’s price, and by a detailed description of expectation mismatch.

Suggested Citation

  • Denis Bulygin & Ilya Musabirov, 2020. "How People Reflect On The Usage Of Cosmetic Virtual Goods: A Structural Topic Modeling Analysis Of R/Dota2 Discussions," HSE Working papers WP BRP 60/MAN/2020, National Research University Higher School of Economics.
  • Handle: RePEc:hig:wpaper:60/man2020
    as

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    File URL: https://wp.hse.ru/data/2020/02/20/1575921578/60MAN2020.pdf
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    References listed on IDEAS

    as
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    More about this item

    Keywords

    virtual goods; virtual consumption; online games; purchase; evaluation;
    All these keywords.

    JEL classification:

    • M31 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Marketing
    • D90 - Microeconomics - - Micro-Based Behavioral Economics - - - General
    • E21 - Macroeconomics and Monetary Economics - - Consumption, Saving, Production, Employment, and Investment - - - Consumption; Saving; Wealth
    • Z13 - Other Special Topics - - Cultural Economics - - - Economic Sociology; Economic Anthropology; Language; Social and Economic Stratification

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