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Ценовой индекс на компьютерные игры: что скрыто от невооруженного глаза?
This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided. This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided.