<p>We replicate the Double Jeopardy (DJ) law using Steam data and a loyalty measure aligned with the DJ construct. Using 2350 games across five genres, loyalty is defined as user-level share of category requirements (SCR) within genre, with multi-genre playtime allocated by equal weights. Spearman correlations with bootstrap confidence intervals show DJ for Action, Strategy, and RPG (<InlineEquation ID="IEq1"> <EquationSource Format="TEX">\(\rho \)</EquationSource> <EquationSource Format="MATHML"><math> <mi>ρ</mi> </math></EquationSource> </InlineEquation> = 0.215–0.281, CIs excluding zero), while Simulation and Adventure are inconclusive. Results are robust to alternative loyalty measures and to restricting SCR to users with multiple games in a genre. Age stratification indicates weaker effects for newer releases. These findings extend DJ to experiential digital products while delineating boundary conditions by genre and market maturity.</p>

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Double Jeopardy in digital entertainment: a replication corner study using Steam data

  • Marek Šulik

摘要

We replicate the Double Jeopardy (DJ) law using Steam data and a loyalty measure aligned with the DJ construct. Using 2350 games across five genres, loyalty is defined as user-level share of category requirements (SCR) within genre, with multi-genre playtime allocated by equal weights. Spearman correlations with bootstrap confidence intervals show DJ for Action, Strategy, and RPG ( \(\rho \) ρ = 0.215–0.281, CIs excluding zero), while Simulation and Adventure are inconclusive. Results are robust to alternative loyalty measures and to restricting SCR to users with multiple games in a genre. Age stratification indicates weaker effects for newer releases. These findings extend DJ to experiential digital products while delineating boundary conditions by genre and market maturity.