Arbeitspapier

Beliefs That Entertain

Economic research on entertainment is scant despite its large share of time use. We test economic theories of belief-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence supporting reference-dependent preferences, loss aversion, preferences for surprise and suspense, preferences for clumped surprise, and flow theory from psychology. We then leverage our estimated model and an evolutionary algorithm to find the information-revealing process that maximizes player engagement. We find that the optimal version of the game has increased game play equivalent to 43% of the winner-loser gap.

Sprache
Englisch

Erschienen in
Series: IZA Discussion Papers ; No. 16877

Klassifikation
Wirtschaft
Thema
belief-based utility
reference-dependent utility
suspense and surprise
loss aversion
video games
entertainment design

Ereignis
Geistige Schöpfung
(wer)
Gandhi, Ashvin
Giuliano, Paola
Guan, Eric
Keefer, Quinn
McDonald, Chase
Pagel, Michaela
Tasoff, Joshua
Ereignis
Veröffentlichung
(wer)
Institute of Labor Economics (IZA)
(wo)
Bonn
(wann)
2024

Letzte Aktualisierung
10.03.2025, 11:46 MEZ

Datenpartner

Dieses Objekt wird bereitgestellt von:
ZBW - Deutsche Zentralbibliothek für Wirtschaftswissenschaften - Leibniz-Informationszentrum Wirtschaft. Bei Fragen zum Objekt wenden Sie sich bitte an den Datenpartner.

Objekttyp

  • Arbeitspapier

Beteiligte

  • Gandhi, Ashvin
  • Giuliano, Paola
  • Guan, Eric
  • Keefer, Quinn
  • McDonald, Chase
  • Pagel, Michaela
  • Tasoff, Joshua
  • Institute of Labor Economics (IZA)

Entstanden

  • 2024

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