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Does streaming service help or hurt game companies?

Li, Panlin; Liu, Deyu
Master thesis
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URI
https://hdl.handle.net/11250/2825176
Date
2021
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  • Master of Science [1530]
Abstract
With the fast development of technologies, the gaming industry becomes more and

more diverse, profitable, and competitive. With the unprecedentedly growing

gaming industry, the game streaming industry also expands and develops

constantly. The previous research agrees that game streaming tends to benefit the

game companies by increasing game’s popularity, either directly through

promotionally demonstrating game contents to the audiences, or indirectly through

benefiting game’s word-of-mouth. However, they did not consider that game

streaming may also hurt the game companies. For instance, the streaming audiences

may feel less interested and motivated to play the games after watching the game

streaming because the game streaming may spoil too much game contents, which

is known as the cannibalization effect.

As a result, in order to accurately express and reflect the potential cannibalization

effect of game streaming, this research needs to study and consider the relationships

between game streaming, game’s popularity, and word-of-mouth of the games in a

big picture jointly. In short, this research quantifies these three areas of interest and

studies their interactions between each other. Firstly, this research uses the Vector

Autoregression model which allows for the simultaneous treatment of game’s

popularity, game streaming, and word-of-mouth regarding each game instance.

However, this research expects that the existence of cannibalization effects depends

on the game categories, including “single-player” and “multi-player” which the first

model is not able to capture. Therefore, this research proposes a Linear Mixed-

Effects Regression model, which can better incorporate such a moderation effect of

game categories as well as other game characteristics.

After relevant hypothesis testing, our results show that although game streaming in

general helps to improve game’s popularity, we observe an obvious existence of the

cannibalization effect of game streaming for “single-player” games. Besides, this

research also reflects on the implications of the results. For instance, this research

recommends game companies to strengthen positive reviews of the games to

increase game’s popularity, because the result also suggests a strong positive effect

of word-of-mouth on game’s popularity, especially when the game genre is

“Racing”.
Description
Masteroppgave(MSc) in Master of Science in Accounting and Business Control, Business Analytics - Handelshøyskolen BI, 2021
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Handelshøyskolen BI

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