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
复制标题
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:
影响因子:
--
通讯作者:
Wei
中科院分区:
文献类型:
--
作者:
J. Prieger;Wei
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.