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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">Economics and Mathematical Methods</journal-id><journal-title-group><journal-title xml:lang="en">Economics and Mathematical Methods</journal-title><trans-title-group xml:lang="ru"><trans-title>Экономика и математические методы</trans-title></trans-title-group></journal-title-group><issn publication-format="print">0424-7388</issn><issn publication-format="electronic">3034-6177</issn><publisher><publisher-name xml:lang="en">The Russian Academy of Sciences</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">653293</article-id><article-id pub-id-type="doi">10.31857/S0424738824030073</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>Industrial problems</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>Отраслевые проблемы</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Price index for computer games: What is hidden from the naked eye?</article-title><trans-title-group xml:lang="ru"><trans-title>Ценовой индекс на компьютерные игры: что скрыто от невооруженного глаза?</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="en"><surname>Arslanov</surname><given-names>M. V.</given-names></name><name xml:lang="ru"><surname>Арсланов</surname><given-names>М. В.</given-names></name></name-alternatives><address><country country="RU">Russian Federation</country></address><email>markarslanov8@gmail.com</email><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name-alternatives><name xml:lang="en"><surname>Ratnikova</surname><given-names>T. A.</given-names></name><name xml:lang="ru"><surname>Ратникова</surname><given-names>Т. А.</given-names></name></name-alternatives><address><country country="RU">Russian Federation</country></address><email>taratnikova@yandex.ru</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">HSE University</institution></aff><aff><institution xml:lang="ru">ВШЭ</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2024-10-05" publication-format="electronic"><day>05</day><month>10</month><year>2024</year></pub-date><volume>60</volume><issue>3</issue><fpage>82</fpage><lpage>93</lpage><history><date date-type="received" iso-8601-date="2025-02-03"><day>03</day><month>02</month><year>2025</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2024, Russian Academy of Sciences</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2024, Российская академия наук</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="en">Russian Academy of Sciences</copyright-holder><copyright-holder xml:lang="ru">Российская академия наук</copyright-holder></permissions><self-uri xlink:href="https://journals.eco-vector.com/0424-7388/article/view/653293">https://journals.eco-vector.com/0424-7388/article/view/653293</self-uri><abstract xml:lang="en"><p>This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, a necessary database for analysis was created, video game prices were modeled using econometric methods, and price indices were constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators) etc. Hypothetically, the price range of video games by genre and system requirements were due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices were cleared from the characteristics of the quality of products (computer games). Video game system parameters were used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. Genre diversification of the price elasticity of key variables used during the construction of models was provided.</p></abstract><trans-abstract xml:lang="ru"><p>В данной работе представлено исследование ценовой динамики широкого спектра видеоигр в период с 2008 по 2020 г. В ходе исследования создана необходимая для анализа база данных; проводится моделирование цен видеоигр эконометрическими методами и конструируются ценовые индексы для различных игровых жанров: ролевые (RPG, Role-Playing Game), стратегии (Strategy), экшн-игры (Action), приключения (Adventure), казуальные игры (Casual), инди-игры (indie), симуляторы (Simulators) и др. Гипотетически разброс цен на видеоигры по разным жанрам и системным требованиям обусловлен разным объемом усилий, необходимых для их создания. В ходе конструирования гедонистических ценовых индексов производится очищение цен от характеристик качества продуктов (компьютерных игр). В роли характеристик используются системные параметры видеоигр. Также в работе применяются различные подходы к модификации гедонистических индексов путем рассмотрения неоднородности жанров. Благодаря исследованию удается отследить динамику стоимости видеоигр на рассматриваемом промежутке времени с представлением запаздывающих и опережающих тенденций. В конце исследования предлагается диверсификация жанров по ценовой эластичности ключевых переменных, которые были использованы в ходе построения моделей.</p></trans-abstract><kwd-group xml:lang="en"><kwd>hedonic regressions</kwd><kwd>video games</kwd><kwd>video game genres</kwd><kwd>price indices</kwd><kwd>fixed-effect models</kwd><kwd>random effect models</kwd><kwd>multilevel mixed-effect models</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>гедонистические регрессии</kwd><kwd>видеоигры</kwd><kwd>жанры видеоигр</kwd><kwd>индексы цен</kwd><kwd>модели с фиксированным эффектом</kwd><kwd>модели со случайными эффектами</kwd><kwd>многоуровневые модели</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><mixed-citation>Берндт Э. Р. (2005). Практика эконометрики. Классика и современность. Пер. с англ. к. э.н. Е. Н. Лукаша; под ред. С. А. Айвазяна. Москва: Юнити-Дана. 864 с. [Berndt E. R. (2005). 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