The Application of Event Study Method in Virtual Goods Markets: Based on CS:GO Skin Prices

Authors

  • Ziqi Nian

DOI:

https://doi.org/10.6981/FEM.202601_7(1).0007

Keywords:

Event Study Method; Counter-Strike; Skin Market; Price Fluctuation; Financial.

Abstract

With the rapid advancement of information technology, virtual assets have experienced significant growth, both in terms of market value and variety. Among these, a new category of virtual assets rooted in online gaming has emerged.  Specifically, decorative items (commonly referred to as "skins") in Counter-Strike:  Global Offensive 2 (CS2) exhibit key characteristics of financial assets, such as price volatility, liquidity, and responsiveness to market events-making them a unique subject of economic analysis. Despite the growing economic significance of CS2 skins, there remains a lack of systematic methods to quantify how specific events influence their price dynamics. Existing studies often focus on broader virtual asset markets, with limited attention to the nuanced relationships between event-specific factors and price fluctuations of single highly-related item in gaming ecosystems.  This gap blocks both players (as casual traders) and investors from understanding market responses and managing associated risks. To address this, the present study proposes a precise analytical framework to assess the extent to which events impact the prices of specific CS2 items.  By doing so, it aims to clarify the causal links between same types of events and market reactions in this understudied domain. This work makes two key contributions: (1) It develops a scientific and replicable method to determine whether an event has a statistically significant impact on specific in-game items; (2) It provides actionable insights into the risks associated with different types of events, enabling more informed estimation of potential losses for market participants.

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References

[1] Zhang, Z. (2025) Influencing Factors in the Purchase Behavior of Virtual Items: Take ”Counter-Strike: Global Offensive” as an Example. Advances in Economics, Management and Political Sciences, 201: 134-143.

[2] Lehdonvirta, W. (2009) Virtual item sales as a revenue model: identifying attributes that drive purchase. Electronic Commerce Research, 9: 97-113.

[3] Yamamoto, K. I., McArthur, V. (2015) Digital economies and trading in Counter Strike Global Offensive: How virtual items are valued to real world currencies in an online barter- free market. In: 2015 IEEE Games Entertainment Media Conference (GEM). Vancouver. 1-6.

[4] Glaser, T. (2022) Steam and the Platformization of Virtual Goods: An Analysis of the Weapon Skin Economy in Counter Strike: Global Offensive. Spiel|Formen, 2022: 139- 162.

[5] Han, H. (2023) Research on Financial Attributes and Risks of Virtual Goods. Advances in Economics, Management and Political Sciences, 84-87.

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Published

2026-01-13

Issue

Section

Articles

How to Cite

Nian, Z. (2026). The Application of Event Study Method in Virtual Goods Markets: Based on CS:GO Skin Prices. Frontiers in Economics and Management, 7(1), 69-85. https://doi.org/10.6981/FEM.202601_7(1).0007