IS Atlas
isr·2026년 5월 19일

Games People Play: Strategies to Develop and Release Online Games

Joohyun Kim, Monica Johar, Vijay Mookerjee

Information Systems Research

0
피인용
0.0
FWCI
0
IS/마케팅/OM 탑저널 피인용
33
IS/마케팅/OM 탑저널 참고문헌
01Abstract

When should a game studio continue building in beta and when should it go live? In an industry defined by continuous updates and diverse players, online game developers must decide what to build and when to release while balancing engagement, monetization, and development resources. Unlike traditional software, online games operate in a mass market environment where users differ widely in experience and tolerance for bugs, and where frequent updates are essential to maintain interest and competitiveness. We show that beta releases are not only testing tools but strategic instruments for managing user diversity, product complexity, and release timing. Beta phases allow firms to gather feedback and refine features before broader release. Full releases should be delayed when complexity is high or when experienced users represent a large share of the user base. Release decisions must balance development constraints with market pressures. Although delaying releases can improve quality, competition may require earlier launches. From a policy perspective, platform operators can support better outcomes by enabling structured beta programs, managing user expectations, and providing tools for staged rollouts. These practices help improve product quality, reduce negative user experiences, and enhance long-term user engagement in digital ecosystems.

02연구 흐름

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03비슷한 논문

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04이후 연구

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05선행 연구

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06서지 정보