Demographics and consumption analysis of virtual products in the videogame industry: the Dota 2 case study
DOI:
https://doi.org/10.18270/rt.v18i2.4084Keywords:
E-sports, Virtual platforms, MOBA, Capitalization, Virtual Games.Abstract
Le développement de l’industrie du jeu vidéo s’est énormément développé ces dernières années. Dans le cas des MOBA, Dota 2 est l’un des jeux vidéo les plus attractifs parmi les joueurs du monde entier. Ce jeu vidéo a été traduit en 26 langues et sa monétisation est donnée par les achats supplémentaires des joueurs, puisque le téléchargement et la participation du jeu sont gratuits. Son événement principal, le Dota 2 International, est le tournoi d’e-sport avec la plus forte participation et des prix pouvant aller jusqu’à 34 millions de dollars (USD), qui sont largement financés par les Battle pass achetés par les joueurs. Ces caractéristiques nous ont motivés à générer une étude de cas, qui cherche à analyser la structure et le fonctionnement de DOTA 2, le profil de ses joueurs et leur investissement en temps et en argent dans le jeu.
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