Dynamic Demand for New and Used Durable Goods Without Physical Depreciation: The Case of Japanese Video Games.
Masakazu IshiharaAndrew T. ChingPublished in: Mark. Sci. (2019)
Keyphrases
- video games
- learning experience
- educational games
- computer games
- game play
- game design
- learning tools
- game playing
- dynamic environments
- game based learning
- electronic commerce
- pricing mechanism
- learning algorithm
- commercial games
- computer supported collaboration
- long run
- learning styles
- collaborative learning
- learning process
- artificial intelligence