Algorithms for Loot Box Design
References
- (2004) Algorithms for multi-product pricing. Automata, Languages Programming: 31st Internat. Colloquium, ICALP 2004, Turku, Finland, July 12–16, 2004. Proc. 31 (Springer, New York), 72–83.Google Scholar
- (2012) A choice-based dynamic programming approach for setting opaque prices. Production Oper. Management 21(3):590–605.Crossref, Google Scholar
- (2020) The twofold effect of customer retention in freemium settings. Harvard Business School Working Paper 21-062, Boston.Google Scholar
- (2010) Pricing randomized allocations. Proc. Twenty-First Annual ACM-SIAM Symposium Discrete Algorithms (SIAM, Philadelphia), 585–597.Google Scholar
- (2015) Pricing lotteries. J. Econom. Theory 156:144–174.Crossref, Google Scholar
- (2007) Algorithmic pricing via virtual valuations. Proc. 8th ACM Conf. Electronic Commerce (ACM, New York), 243–251.Google Scholar
- (2022) Pricing ordered items. Proc. 54th Annual ACM SIGACT Sympos. Theory Comput. (ACM, New York), 722–735.Google Scholar
- (2021a) Matchmaking strategies for maximizing player engagement in video games. Preprint, submitted September 22, http://dx.doi.org/10.2139/ssrn.3928966.Google Scholar
- (2021b) Loot box pricing and design. Management Sci. 67(8):4809–4825.Link, Google Scholar
- (2021) The power of opaque products in pricing. Management Sci. 67(8):4686–4702.Link, Google Scholar
- (2022) The impact of secondary markets on selling blind boxes with set bonuses. Preprint, submitted November 15, http://dx.doi.org/10.2139/ssrn.4284733.Google Scholar
- (2019a) Selling virtual currency in digital games: Implications for gameplay and social welfare. Inform. Systems Res. 30(2):430–446.Link, Google Scholar
- (2019b) Economic analysis of reward advertising. Production Oper. Management 28(10):2413–2430.Crossref, Google Scholar
- (2005) On profit-maximizing envy-free pricing. SODA 5:1164–1173.Google Scholar
- (2024) Pricing and rarity design of blind boxes with random items. Preprint, submitted August 18, http://dx.doi.org/10.2139/ssrn.4929281.Google Scholar
- (2021) Dynamic probabilistic selling when customers have boundedly rational expectations. Manufacturing Service Oper. Management 23(6):1597–1615.Link, Google Scholar
- (2019) “Level Up”: Leveraging skill and engagement to maximize player game-play in online video games. Inform. Systems Res. 30(3):927–947.Link, Google Scholar
- (2020) Leveraging the numerosity effect to influence perceived expensiveness of virtual items. Inform. Systems Res. 32(1):93–114.Link, Google Scholar
- (2010) Revenue management with strategic customers: Last-minute selling and opaque selling. Management Sci. 56(3):430–448.Link, Google Scholar
- (2007) Price discrimination with opaque products. J. Revenue Pricing Management 6(2):118–134.Crossref, Google Scholar
- (2021) Selling virtual items in free-to-play games: Transparent selling vs. opaque selling. Service Sci. 13(2):53–76.Link, Google Scholar
- (2020) Managing the release of consumable digital goods in freemium games. Preprint, submitted August 18, http://dx.doi.org/10.2139/ssrn.3651040.Google Scholar
- (2017) A value-function-based exact approach for the bilevel mixed-integer programming problem. Oper. Res. 65(3):768–786.Link, Google Scholar
- (2022) Optimizing free-to-play multiplayer games with premium subscription. Management Sci. 69(6):3437–3456.Link, Google Scholar
- (2021) Freemium pricing in digital games with virtual currency. Inform. Systems Res. 32(2):481–496.Link, Google Scholar
- (2019) How should firms manage excessive product use? A continuous-time demand model to test reward schedules, notifications, and time limits. J. Marketing Res. 56(3):379–400.Crossref, Google Scholar
- (2014) Economics of free under perpetual licensing: Implications for the software industry. Inform. Systems Res. 25(1):173–199.Link, Google Scholar
- (2012) Assortment planning for vertically differentiated products. Production Oper. Management 21(2):253–275.Crossref, Google Scholar
- (2022) Price promotions and “freemium” app monetization. Quant. Marketing Econom. 20(2):101–139.Crossref, Google Scholar
- (2006) A nonparametric approach to multiproduct pricing. Oper. Res. 54(1):82–98.Link, Google Scholar
- (2025) Selling bonus actions in video games. Management Sci. 71(3):2544–2564.Link, Google Scholar
- (2022) Incentivized actions in freemium games. Manufacturing Service Oper. Management 24(1):275–284.Link, Google Scholar
- (2011) Scheduling of dynamic in-game advertising. Oper. Res. 59(1):1–16.Link, Google Scholar
- (2020) Pay-to-win in video games: Microtransactions and fairness concerns. Preprint, submitted July 14, https://ssrn.com/abstract=3658537.Google Scholar
- (2014) Evaluating the potential effects from probabilistic selling of similar products. Naval Res. Logist. 61(8):604–620.Crossref, Google Scholar
- (2024) Gaming the system: Suboptimal compliance with loot box probability disclosure regulations in China. Behav. Public Policy 8(3):590–616.Crossref, Google Scholar
- (2022) A dynamic model of player level-progression decisions in online gaming. Management Sci. 68(11):8062–8082.Link, Google Scholar
- (2019) Probabilistic selling for vertically differentiated products with salient thinkers. Marketing Sci. 38(3):442–460.Link, Google Scholar

