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Profit earning and monetary loss bidding in online entertainment shopping: the impacts of bidding patterns and characteristics

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Abstract

Online entertainment shopping has emerged as an innovative business model, integrating features of electronic commerce, auctions, games, and lotteries. Prior literature has rarely provided an understanding of the effects of electronic market factors on players’ bidding performance in entertainment shopping. We attempt to fill this research gap by analyzing how players’ bidding patterns and characteristics can affect bidding performance. An empirical study with 5650 players’ participation data collected from a leading entertainment shopping website is conducted. Results confirm that players’ bidding performance, including profit earning and monetary loss bidding, is strongly associated with bidding patterns and characteristics. Based on empirical findings, players loyal to the website contribute more profit to the website. The website should pay more attention to loyal players and strategically limit players that are good at bidding, in order to avoid losing and winning polarizations. Furthermore, players with different product preferences have different weights for profit and entertainment, and player preferences can be transformed into monetary value for the website.

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Notes

  1. In order to relieve the burden of sunk cost, some websites offer special purchase options, e.g., a “buy-it-now” option, through which players can buy the auctioned product by paying the price difference between the retail price and its sunk cost, to encourage players to participate in the auction. We do not consider such options in this study.

  2. Wang et al. (2015) recruited two well-trained post-graduates that independently scrutinized wording descriptions, and disregarded samples in which the two post-graduates had inconsistent perceptions. Van Der Heide et al. (2013) trained five coders for coding product photograph types and established inter-coder reliability through comparing coding results between double-coded products. Following this spirit, we firstly presented definitions of “aggression signal” and “signal name” to the students, and then coded the variable based on three trained post-graduates’ independent coding results mentioned in the main text.

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Acknowledgements

The authors would like to thank the editor as well as the reviewers for providing helpful feedbacks on the refinement of the paper. Jin Li is grateful for support from the Chinese Fundamental Research Funds for the central universities under grants No. JB160611 and No. XJS16026.

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Responsible Editor: Charles W. Steinfield

Appendix

Appendix

Figure 6 shows the website’s daily profit obtained from each group member. The line for Paid Member (the dotted-black one) was almost completely matched with the sample of All Members (the solid-grey one). The line for Free Member (the solid-red one) was almost the same as the abscissa axis, with a few points less than 0, as some Free Member might achieve a large savings by winning a product through free auctions. For example, on the 26th day, the website lost $27 to Free Member and earned $608 from Paid Member. Hence, the total website’s profit was $581 on that day.

Fig. 1
figure 1

Research model

Fig. 2
figure 2

Daily active players

Fig. 3
figure 3

Examples of players' bidding distributions

Fig. 4
figure 4

Average values for the CHPF, DBI, and SV criteria of each k

Fig. 5
figure 5

Auction participation proportion for each cluster

Fig. 6
figure 6

Website’s daily profitr

While the group of 4778 Free Member had no monetary loss in auction bidding and contributed no positive monetary profit to the website, it was inappropriate for hypothesis testing related to “monetary loss bidding” and “profit contribution”. Empirical analysis for hypothesis 2 (i.e., players sending aggressive signals through signal names obtain more profit from entertainment shopping websites) with the Free Member dataset can be conducted. For the sample of Free Member, we compared the mean player profit for the group with an aggressive signal name (mean = 0.98, s.d. = 3.176) and the group without aggressive signal names (mean = 0.38, s.d. = 5.819) through a t-test with a t statistic of 1.067. The results indicate no significant difference between the two groups and neither support H2.

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Li, J., Tso, K.F. & Liu, F. Profit earning and monetary loss bidding in online entertainment shopping: the impacts of bidding patterns and characteristics. Electron Markets 27, 77–90 (2017). https://doi.org/10.1007/s12525-016-0235-0

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