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The effect of online customer reviews on purchasing decisions: the case of video games

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Internet site specialized on video games : 93% Offline video games magazine: 61 ... General information on the Internet: 8% Pirate copy: 6 ... – PowerPoint PPT presentation

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Title: The effect of online customer reviews on purchasing decisions: the case of video games


1
The effect of online customer reviews on
purchasing decisions the case of video games
  • Marc Bourreau
  • Télécom Paris et CREST-LEI
  • http//www.enst.fr/egsh/bourreau/

2
Motivation
  • The consumption of experience goods requires the
    acquisition of information about the quality
    (horizontal and/or vertical) of the goods.
  • In traditional (offline) markets, consumers get
    information from mass media (push) or friends or
    family (word-of-mouth, WOM).
  • Online WOM experience communities where
    consumers share views about experience goods.
  • Could experience communities substantially modify
    the way experience goods are sold/purchased?

3
More specific questions
  • What is the impact of online word-of-mouth on
    sales/purchases of experience goods?
  • What are the relative effects on sales/purchases
    of the different information channels
    (offline/online prescription, offline/online
    word-of-mouth)?

4
The data
  • We analyze the purchases of video-games, with
    data at the individual level.
  • Data were obtained through an online
    questionnaire carried out between June 18 and
    July 5, 2004, on a leading French web site about
    video games.
  • Data include information about demo, taste for
    videogames, use of experience communities
    (reading/writing reviews), etc. 50 questions.
  • 9,503 answers to the questionnaire focus on
    7,024 students

5
The respondents
  • Mainly male (93)
  • Connected to the Internet (86 with broadband)
  • New Internet uses P2P (65), online forums
    (52).
  • Fans of video-games
  • 86 have 2 game platforms or more, 31 have 4
    platforms or more platformPC,console,
  • 46 play network games once a week or daily.
  • 36 purchase between 6-10 games a year, 20 11 or
    more.

6
Information channels
  • Prior to purchasing video games, do you get
    information from
  • Internet site specialized on video games 93
  • Offline video games magazine 61
  • Friends (word-of-mouth) 60
  • Trial version (demo) 48
  • General information on the Internet 8
  • Pirate copy 6

7
Participation to the experience community / read
  • 35 read comments often or very often, 45
    sometimes, and 20 never.
  • Motivation
  • 54 read user comments to get a different opinion
    than that of the editorial
  • 42 read particularly comments when the opinion
    of the editorial seems contestable.
  • 76 find comments useful (at least sometimes).

8
Participation to the experience community / write
  • 44 of the respondents posted a comment (61
    between 1 and 5, 20 posted 11 comments or more).
  • Motivations to post a comment
  • Promote high-quality games 36
  • Share gaming experience 22
  • Correct unfair review 19
  • Develop community 12
  • Help others 10
  • Seek discussion with fans 2

9
Econometric analysis
  • Which variables influence the number of video
    games purchased per year?
  • We estimate the following equation
  • yi xi b wi a ei
  • yi of games purchased
  • xi individual control variables (sex, age, city
    size, internet connection type, income-related
    variables).
  • ei unobserved individual characteristics
  • b and a parameters to be estimaed

10
Preliminary results
  • Female (significant only for agegt19)
  • Connect cybercafé (significant for agelt19)
  • Group purchases P2P Second-hand (sign.
    for agegt15)
  • Information from magazine
  • Information from friends (offline WOM) - (sign.
    for agegt15)
  • Consult forum (sign only for agegt15)
  • Play network games for 15-19
  • Forum participation
  • XBOX gt GameCubegt PS2 gt PC
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