Demographics and consumption analysis of virtual products in the videogame industry: the Dota 2 case study
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Universidad El Bosque
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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.
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.
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.
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E-sports, Virtual platforms, MOBA, Capitalization, Virtual Games., E-sports, Virtual platforms, MOBA, Capitalization, Virtual Games.
