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The influence of location-based games on traditional entertainment products
Decision Support Systems ( IF 6.7 ) Pub Date : 2021-05-21 , DOI: 10.1016/j.dss.2021.113604
C. Mihale-Wilson , P. Felka , O. Hinz , Martin Spann

Digital technologies and in particular the prevalence of mobile devices and high-speed mobile data networks enable new entertainment products such as location-based games (LBGs). Due to their requirement for constant user mobility, LBGs have the potential to affect individuals' consumption patterns of entertainment products and can thus change the nature of business in the context of this emerging technology. The objective of this study is to identify and measure whether LBGs' advent has shifted the consumption of other entertainment products and generate insights which can support practitioners with their strategic business decisions. To this end, we analyze the consumption of the most popular entertainment products (i.e., TV, PC-based online games, and cinema) before and after the release of Pokémon Go. Our results extend prior literature and show that the effect of LBGs—as a new type of entertainment product—is not confined to one product category but can affect multiple product categories of the entertainment industry. In particular, our estimation results indicate that LBGs can attenuate TV and PC online games consumption, but enhance cinema attendance.



中文翻译:

定位游戏对传统娱乐产品的影响

数字技术,尤其是移动设备和高速移动数据网络的普及,催生了新的娱乐产品,例如基于位置的游戏 (LBG)。由于对用户持续移动的要求,LBG 有可能影响个人对娱乐产品的消费模式,从而可以在这种新兴技术的背景下改变业务性质。本研究的目的是确定和衡量 LBG 的出现是否已经改变了其他娱乐产品的消费,并产生了可以支持从业者进行战略业务决策的见解。为此,我们分析了 Pokémon Go 发布前后最受欢迎的娱乐产品(即电视、PC 网络游戏和电影院)的消费情况。我们的结果扩展了先前的文献,并表明 LBG 作为一种新型娱乐产品的影响并不局限于一个产品类别,而是可以影响娱乐行业的多个产品类别。特别是,我们的估计结果表明,LBG 可以减弱电视和 PC 网络游戏的消费,但会增加电影院的上座率。

更新日期:2021-05-21
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