Please use this identifier to cite or link to this item: https://ir.iimcal.ac.in:8443/jspui/handle/123456789/410
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dc.contributor.authorBasu, Sumanta
dc.contributor.authorChakraborty, Soumyakanti
dc.contributor.authorSharma, Megha
dc.date.accessioned2017-05-22T10:16:01Z
dc.date.accessioned2021-08-26T03:57:26Z-
dc.date.available2017-05-22T10:16:01Z
dc.date.available2021-08-26T03:57:26Z-
dc.date.issued2012-12-01
dc.identifier.urihttps://ir.iimcal.ac.in:8443/jspui/handle/123456789/410-
dc.description.abstractIn the last few years, social gaming has resulted in signi cant upheavals in the tradi- tional video gaming industry. However, an even bigger threat looms large in the horizon. The advent of cloud gaming or gaming-on-demand is expected to disrupt the traditional gaming industry. However, the success of the gaming-on-demand model would depend to a large extent on the availability of broadband services. As the quality of broadband services is not uniform across the di erent geographies, pricing of cloud gaming services must take this non-uniformity into account. The paper provides managerial guidelines for cloud game providers on pricing their o erings. We develop a pricing schedule for a typical cloud game provider by modeling the non-uniformity of broadband availability, and a gamer's propensity to engage in gaming. We explore two pricing plans: usage based and xed fee plan. We determine the conditions under which gamers would select one plan over another, and discuss the signi cance of these conditions for cloud gaming providers.en_US
dc.language.isoen_USen_US
dc.publisherINDIAN INSTITUTE OF MANAGEMENT CALCUTTAen_US
dc.relation.ispartofseriesWORKING PAPER SERIES;WPS No.719 / December 2012
dc.subjectGaming-on-Demanden_US
dc.subjectPricingen_US
dc.subjectPrice Discriminationen_US
dc.subjectCloud Gam- ingen_US
dc.titlePricing Strategies for Gaming-on-Demanden_US
dc.typeWorking Paperen_US
Appears in Collections:2012

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