An Empirical Analysis of Indirect Network Effects in the Home Video Game Market

An Empirical Analysis of Indirect Network Effects in the Home Video Game Market
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家庭视频游戏市场间接网络效应的实证分析

DOI:
10.2139/ssrn.941223
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发表时间:
2006
期刊:
Information Systems & Economics
影响因子:
--
通讯作者:
Wei
Wei
中科院分区:
--
文献类型:
--
作者:
J. Prieger;Wei

文献摘要

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我们探讨了家庭视频游戏市场的间接网络效应。我们研究了视频游戏机制造商在通过降低游戏机价格来增加需求和鼓励软件种类增长之间的战略选择。我们还探讨了存在的应用程序进入游戏机市场的障碍,并发现,有这样一个障碍的证据很少。最后,我们评估模型的适用性,以样本外的情况下,看看我们的模型和以前的类似模型是否可以推广到其他市场的营销或反垄断调查的目的。我们发现,该模型推广到日本市场的同一代游戏系统,但在美国市场的前几代差。
We explore the indirect network effect in the market for home video games. We examine the video game console makers’ strategic choice between increasing demand by lowering console price and by encouraging the growth of software variety. We also explore the existence of an applications barrier to entry in the console market, and find that there is little evidence for such a barrier. Finally, we assess the applicability of the model to out-of-sample situations, to look at whether our model and previous similar models can generalize to other markets for purposes of marketing or antitrust inquiry. We find that the model generalizes reasonably well to the Japanese market for the same generation of gaming systems, but poorly to previous generations in the US market.