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Studies have shown that if WoW controls the player's game time,

  • Nevskaya recently conducted a survey on consumer behavior habits, which she chose to target the world's most successful MMORPG players. She used the robot to collect all the data in World of Warcraft needed by the institute, and she also entered the game to experience everything in Azeroth. You can get a 8% discount to buy WOW Classic Gold For Sale on ZZWOW's official website using the coupon code "HALLOWEEN". Not only that, but if you become a VIP member of ZZWOW, you can get more discounts when order settlement!
    Nevskaya created her first character in World of Warcraft at 7 pm and she will use this image of the paladin to explore this mysterious land. The fun of this game made her immersed in it. When she felt that she needed a break, she found that time had arrived at 4 am the next day. Nevskaya said: "World of Warcraft is like another earth. It looks like heaven."

    World of Warcraft was first opened to players in 2004. Its excellent quality and content quickly attracted a large number of loyal users. As of 2011, World of Warcraft has more than 10 million subscribers worldwide.
    The main reason why Nevskaya and her team chose this research topic is that the current social group is overusing online products and screens, and people spend too much time on the game. For example, World of Warcraft users spend an average of 12.5 hours per week on the game, and an average of more than 53 million Americans play online games at least once a month.
    Nevskaya chose to focus its research on the three main behaviors of game developers. They mainly use these methods to control the player's game time: design new content and specific reward activities for the game, send notifications to players and limit game time. The analysis sample was taken from a sample of nearly 15,000 game sessions of 402 players.

    The team's research shows that if a developer plans to adjust its game’s rewards schedule and limit the player's maximum game time per day, the firm can make more money, although the players spend less time in the game.

    They compiled the results into papers and published them in The Journal of Marketing Research under the heading "How Should Firms Manage Excessive Product Use? A Continuous-Time Demand Model to Test Reward Schedules, Notifications, and Time Limits." Nevskaya said, reasonable control of the player's game time will result in a win-win result: this behavior will reduce the player's speed of acquiring the game content, thereby increasing their chances of long-term subscription to the product and increasing the company's revenue; while making user avoid excessive use of online products and screens.

    Nevskaya concludes with a sentence: "What’s good for the consumer is not necessarily bad for the company."

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