Separating gamers from their money -New research analyzes video game player engagement

Interesting read especially given the direction ED seems to be going.

For games with in-game purchase features, the more rounds a player plays, the more the player is likely to spend on in-game purchases, leading to better revenue generation; for games with in-game display ads, the more rounds a player plays the more ads the player sees, which leads to higher click through numbers and higher revenue. For games without either, revenue is boosted because engaged players are likely to upgrade to the premium or next version of the game.

https://www.sciencedaily.com/releases/2019/09/190925133637.htm

:)
 
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I was prepared to buy a few ARX [to support the game] but the button looks so out of place and we had a third in a row very broken update, I'm not actually sure what my money would be used for.I've hardly played since the last update, and I did want to get to 10,000 hrs sigh :(
 
I was prepared to buy a few ARX [to support the game] but the button looks so out of place and we had a third in a row very broken update, I'm not actually sure what my money would be used for.I've hardly played since the last update, and I did want to get to 10,000 hrs sigh :(
Most of the money that's been in support of ED has been spent developing more lucrative ventures for Frontier, such as their recent coaster game, or the Jurassic tie in.
 
Speaking of ED, how IS the new Arx feature being received by the community? I saw the store button in the side tab and nearly vomited in my mouth

Some people are losing their minds shrieking and seeing evil conspiracies all whilst comparing it to necromancy, however its the same old names who do that after every patch so you should take it with a truckload of salt.

Other people like it.

You now get free ARX for playing which is nice for people who don't buy cosmetics like me. I'll have green lasers in just over a month, it works out as four or five free paintjobs a year. Decals and basic skins are cheaper so you get more of them if you like.

The new player experience has been improved there's a dapper new tutorial which is worth doing for a free sidey skin, I even learned a new thing by doing it.
 
Very interesting read.
(I'm talking about the full study https://pubsonline.informs.org/doi/pdf/10.1287/isre.2019.0839 which I'm currently only a couple pages into)
EDIT The above link is absolute trash to navigate. Use this site instead, scroll down to "Download this paper": https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2885082

It should be noted they are basing it off a multiplayer first person shooter. Section 3 spells out what kind of game it is and what you can do in it.
As noted earlier, the data that we use were provided by an anonymous major international video gaming company for a first-person shooter game. In the game, players take on the persona of various military roles, such as assault, reconnaissance, and engineer, and play on maps of urban streets, metropolitan areas, and open landscapes......


Since the study focuses on exposing players to "rounds" of matches, it doesn't seem like it's all that relevant to Elite Dangerous in it's current state. (Unless CQC magically explodes in popularity)
I haven't spent much time with the new ingame store in Elite, but isn't it only available on stations? That would effectively make each station visit, an "end of a round". Which is a highly ineffective way to incite long-term explorers to buy stuff, as they wont be exposed to the store for months at a time.
 
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