Double Jeopardy in digital entertainment: a replication corner study using Steam data
Marek Šulik
What the paper says
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.
Evidence weight
Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40
| F · citation impact | 0.50 × 0.4 = 0.20 |
| M · momentum | 0.50 × 0.15 = 0.07 |
| V · venue signal | 0.50 × 0.05 = 0.03 |
| R · text relevance † | 0.50 × 0.4 = 0.20 |
† Text relevance is estimated at 0.50 on the detail page — for your query’s actual relevance score, open this paper from a search result.