Demographics and consumption analysis of virtual products in the videogame industry: the Dota 2 case study
DOI:
https://doi.org/10.18270/rt.v18i2.4084Palabras clave:
E-sports, Virtual platforms, MOBA, Capitalization, Virtual Games.Resumen
The development of the video game industry has grown enormously in recent years. In the case of MOBAs1, Dota 2 is one of the most attractive video games among players throughout the world. This video game has been translated into 26 languages and its monetization hinges upon additional purchases of the players, since the game itself is free. Its flagship event, the Dota 2 International, is the e-sports tournament with the highest participation, viewership, and prizes that can go up to 34 million dollars (USD), which is mostly financed by the battle passes purchased by the players. These characteristics have motivated us to study this case by analyzing the structure and operation of DOTA 2, the profile of its players, and their investments in time and money within the game.
Descargas
Referencias bibliográficas
Banyte, J., & Gadeikiene, A. (2015). The Effect of Consumer Motivation to Play Games on Video Game-playing Engagement. 4th World Conference on Business, Economics and Management ( WCBEM-2015), 26, 505–514. https://doi. org/10.1016/S2212-5671(15)00880-1
Cho, D. J., Kim, H. T., Lee, J., & Park, S. H. (2018). Economic cost–benefit analysis of the addictive digital game industry. Applied Economics Letters, 25(9), 638–642. https://doi.org/10.1080/13504851. 2017.1355528
Dota 2. (n.d.). Heroes. Retrieved April 24, 2019, from http://www.dota2.com/heroes/
Dota 2 Wiki. (2018). Treasure. Retrieved May 3, 2019, from Dota 2 Wiki website: https://dota2. gamepedia.com/Treasure
Dota 2 Wiki. (2019). Cosmetic Item. Retrieved May 3, 2019, from Dota 2 Wiki website: https://dota2. gamepedia.com/Cosmetic_Item
King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j. chb.2019.07.017
ESA. (2018). 2018 Sales, demographic and usage data: Essential facts about the computer and video game industry. Retrieved from Entretainment Software Association website: http://www.theesa.com/ wp-content/uploads/2018/05/EF2018_FINAL.pdf
escharts.com. (n.d.). The International 2018 detailed stats. Retrieved May 3, 2019, from https://escharts.com/tournaments/dota2/international- 2018
Koo, D.-M., Lee, S.-H., & Chang, H.-S. (2007). Experiential Motives for Playing Online Games (Vol. 2).
Marchand, A., & Hennig-Thurau, T. (2013). Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities. Journal of Interactive Marketing, 27(3), 141–157. https://doi.org/10.1016/j. intmar.2013.05.001
Newzoo. (2018a). 2018 Global Esports Market Report (No. 4). Retrieved from https://newzoo. com/solutions/standard/market-forecasts/globalesports- market-report/
Newzoo. (2018b). Global Games Market Report [Quarterly update]. Retrieved from https://newzoo. com/solutions/standard/market-forecasts/globalgames- market-report/
Siwek, S. (2017). Video games in the 21st century: the 2017 report. Retrieved from Entretainment Software Association website: http://www.theesa.com/ wp-content/uploads/2017/02/ESA_EconomicImpactReport_ Design_V3.pdf
Steam. (n.d.). Dota 2 on Steam. Retrieved April 24, 2019, from https://store.steampowered.com/ app/570/Dota_2/
Team Dota. (2018). The International 2018 Tickets and Venue | Dota 2. Retrieved May 3, 2019, from http://blog.dota2.com/2018/03/the-international- 2018-tickets-and-venue/
Tran, A. (2017). Cross-cultures impact on video game industry.: Case study: Dota 2’s game design and customer experience.
Valve Corporation. (2016). Dota Plus. Retrieved May 3, 2019, from https:// www.dota2.com/plus
Valve Corporation. (2017). Community Market FAQ - Documentation - Knowledge Base - Steam Support. Retrieved May 3, 2019, from https://support. steampowered.com/kb_article.php?ref=6088- UDXM-7214
Valve Corporation. (n.d.). Dota 2 - The International Battle Pass/. Retrieved May 3, 2019, from Dota2.com website: http://www.dota2.com/international/ battlepass
Wharton, M. (2018). PICK YOUR REALITY: The DotA 2 International Finals Show. Projection, Lights & Staging News, 19(10), 74. Retrieved from edo.
Zuo, L., Xiong, S., & Iida, H. (2017). An analysis of DOTA2 using game refinement measure. https:// doi.org/10.1007/978-3-319-66715-7_29
Descargas
Publicado
Número
Sección
Licencia
Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.
PUBLICIDAD
La Revista de Tecnología – Journal of Technology ISSN 1692-1399 invita a dirigir sus órdenes publicitarias a la dirección electrónica tecjournal.uelbosque@gmail.com ; revistatecnologia@unbosque.edu.co, a romerojaimea@unbosque.edu.co.
ADVERTISING
Revista de Tecnología – Journal of Technology ISSN 1692-1399 invites to advertise by inquiring sending an e-mail to revistatecnologia@unbosque.edu.co, or romerojaimea@unbosque.edu.co
FORMA DE ADQUISICIÓN
Compra, canje o suscripción.Purchase, exchange or subcriptions.Acheter, echange o de abonnement.
Suscripciones y solicitudes de canje.Subscriptions or Exchange. – A besoine D’echange.
Avenida Carrera 9 131A-02 Edificio Fundadores, Piso 3 – ala sur Oficina de Publicaciones de la Facultad de Ingeniería, Universidad El Bosque, Bogotá D.C., Colombia.Tel. + 571 648 9000 ext. 1385 – Fax + 571 625 2030revistatecnologia@unbosque.edu.cotecjournal.uelbosque@gmail.com