Monday, December 12, 2011

Video Game Pricing

An article in Geekwire, "How Valve experiments with the economics of video games," contains some fascinating applications of managerial economics concepts. Evidently, consumer demand information is quite important:
We don’t understand what’s going on. All we know is we’re going to keep running these experiments to try and understand better what it is that our customers are telling us.
They use the tools we teach MBAs:
Now we did something where we decided to look at price elasticity. Without making announcements, we varied the price of one of our products. We have Steam so we can watch user behavior in real time. That gives us a useful tool for making experiments which you can’t really do through a lot of other distribution mechanisms. What we saw was that pricing was perfectly elastic. In other words, our gross revenue would remain constant.
And this has changed the current business practices:
We’ve gone from a situation where we dream up a game, we spend three years making it, we put it in a box, we put it out in stores, we hope it sells, to a situation that’s incredibly more fluid and dynamic, where we’re constantly modifying the game with the participation of the customers themselves
Hat tip Marginal Revolution

1 comment:

  1. "What we saw was that pricing was perfectly elastic. In other words, our gross revenue would remain constant."

    Yes, there's a connection between demand elasticity and revenue, but revenue is constant when elasticity is unitary not when demand is perfectly elastic.

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