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Explore the affect extent of “mod” to the life-cycle of video games

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DOI: 10.23977/ICEMBE2022.030

Author(s)

Zixu Jia

Corresponding Author

Zixu Jia

ABSTRACT

This article explains and literature review of what is new in the game industry, mods, and the concept of video games and discusses possible implications between the two. In the following linear regression analysis, we found that the quality and total amount of mods had no effect on the total number of game owners but positively affected the annual increase of game owners. Furthermore, in a robustness test, the literature found that the role of mods is not disturbed by exogenous factors, the game company's reputation, and endogenous factors, whether the game is an open world. Above, this article is dedicated to introducing the concept of mods to the emerging game industry and making literature contributions to the planning of mods by game companies in the future.

KEYWORDS

Value Co-creation, Product-life cycle, Consumer Behavior

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