Evidence map›Paper›PMID 38162964›Full record

ArticleFrontiers in psychology2023

Optimal strategy of in-game items with conspicuous consumption: whether to provide the grinding version?

Feng Luo, Jiaqi Chen, Tiantong Xu

Abstract read
In one paragraph

Article in Frontiers in psychology, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Feng LuoBusiness School, Beijing Technology and Business University, Beijing, China.
Jiaqi ChenBusiness School, Beijing Technology and Business University, Beijing, China.
Tiantong XuBusiness School, Beijing Technology and Business University, Beijing, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In the virtual world, whether or not to spend money on in-game items distinguishes paying players from non-paying players. Due to the existence of conspicuous psychology, paying players will greatly increase their conspicuous utility after purchasing an item in addition to the utility of the item itself. In this case, whether providing different versions of items can bring greater revenue to the game company is a question worth investigating. In this study, two analytical models considering conspicuous intensity are developed to compare the optimal pricing strategy of the game company providing the single-version item or dual-version items. The single-version item can only be purchased, while a relatively low-quality version that can be obtained by grinding is provided in the dual-version strategy. Grinding means using time in games to get items instead of spending in games. The results suggest that it is more profitable for companies to offer dual-version items when conspicuous intensity is strong. Game companies can also adjust the time needed to acquire the grinding version item and the quality gap between the two versions to achieve greater revenue. The research contributes to providing a theoretical basis and decision support for game companies to decide whether to provide different versions of in-game items.

Indexed as

conspicuous consumptiongrinding versionin-game itemsoptimal strategypaid version

Identifiers

PMID38162964
PMCPMC10756060

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.