nep-cul New Economics Papers
on Cultural Economics
Issue of 2018‒12‒17
three papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  2. La culture comme commun : une approche à préciser By Valérian Guillier
  3. Predicting success of mobile game after market launch using app downloads and sales revenues as performance indicators By Nam, Kyungjin; Kim, Hyejin

  1. By: Sylvain Petit (UPF - Université Polynésienne Française); Neelu Seetaram (University of Huddersfield)
    Abstract: The aim of this article is to propose a novel method for measuring the effect of cultural preference on bilateral tourism receipts. The method applied is inspired from Disdier et al. (2010). Using the UNESCO classification and data on bilateral trade in cultural product, a proxy for cultural preferences is constructed. The variable is used in a gravity model for tourism trade, which is estimated using a two-step procedure to avoid issues of endogeneity. The dataset used is a panel of 12 OECD countries for the period of 11 years. The variable for cultural preferences eliminates the problems with traditional methods, which by using dummy variables to account for cultural preferences, assume that the latter are time invariant and symmetrical. The cultural variable constructed is found to be significant in explaining bilateral tourism exports with an elasticity of 0.39.
    Keywords: two steps estimation,gravity model,cultural preferences,bilateral tourism trade
    Date: 2018
  2. By: Valérian Guillier (UP8 - Université Paris 8 Vincennes-Saint-Denis, LABEX Arts-H2H - Le Laboratoire d'Excellence des Arts et Médiations Humaines, Scènes et savoirs - UP8 - Université Paris 8 Vincennes-Saint-Denis)
    Keywords: Biens culturels,Libre Accès,Communs de connaissance
    Date: 2018–05–31
  3. By: Nam, Kyungjin; Kim, Hyejin
    Abstract: The world game industry, especially the mobile game market, has grown rapidly in recent years. One of the interesting characteristics of mobile game performance is that its lifetime is remarkably short compared to that of online games and most downloads are peaked in the early period of the service. Since the success of the game is largely dependent of this early performance, this study aims to predict the performance of mobile games right after launch and identify the factors which have influences on the success of the game. Using a multiple regression analysis with mobile game application downloads and sales revenue as performance indicators, this paper investigates the impacts of five main categories of independent variables; brand-related (awareness of IP and name value of publishers), information sources (platform rating and official domestic forum), media and promotion factors (TV commercials, pre-registration, press releases, YouTube videos), objective features (genre and payment type), and distribution-related variables (platform's market power and seasonal issues). TV commercial and pre-registration are significantly strong factors for both revenue and downloads. Google Play's featured banner and media and promotion factors such as press releases and YouTube videos are also important in revenue increase. Regarding the number of downloads, the use of IP (intellectual property) is a significant factor and puzzle games have relatively positive relationship than other genres. Surprisingly, however, the publishing firm (or rather the name value of the firm) didn't have significant impact on performance, and this might imply that there could be an opportunity for small and medium sized companies by investing in media and obtaining mobile platform advantages.
    Keywords: Mobile game industry,Game revenue,Game downloads,Regression analysis
    Date: 2018

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