Popis: |
In this paper, we investigate market design for online gaming platforms. A significant fraction of such platforms' revenue is generated by advertisements, in-app purchases, and subscriptions. Thus, it is necessary to understand which factors influence how much time users spend on the platform. We focus on one such factor - the outcome of the previous game. Using data from an online chess platform, we find strong evidence of history-dependent stopping behavior. We identify two primary types of players: those who are more likely to stop playing after a loss and those who are more likely to stop playing after a win. We propose a behavioral dynamic choice model in which the utility from playing another game is directly affected by the previous game's outcome. We structurally estimate this time non-separable preference model and then conduct counterfactual analyses to evaluate alternative market designs. In the context of online chess games, a matching algorithm that incorporates stopping behavior can substantially alter the length of play. |