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Journal ArticleDOI

Console price and software availability in the home video game industry

Richard T. Gretz
- 01 Mar 2010 - 
- Vol. 38, Iss: 1, pp 81-94
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TLDR
In this paper, the interaction between software provision and console price is analyzed using hedonic results from a unique data set covering the U.S. home video game industry (1976-2003).
Abstract
Using hedonic results from a unique data set covering the U.S. home video game industry (1976–2003) the interaction between software provision and console price is analyzed. Increased software provision negatively effects console price. This is contrary to many empirical pricing studies in the network effects literature greater software provision makes hardware more valuable and this should be reflected by increased hardware price. However, the main result from the paper is consistent with the recent theoretical literature on two-sided markets. Also, findings suggest the two-sided pricing strategy employed by hardware firms is dynamic. The percent of price decrease accredited to game provision decreases over time.

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Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities

TL;DR: In this article, a conceptual framework of value creation through video games is developed, highlighting important findings from existing research in marketing and other disciplines, and applying the framework to derive future research opportunities.
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Why quality may not always win: the impact of product generation life cycles on quality and network effects in high-tech markets.

TL;DR: In this paper, the authors conducted surveys of several retail managers and a new dataset on the US video game industry from 1995 to 2007 and found that both network and quality effects vary over the product generation life cycle and hence, quality does not always win.
Journal ArticleDOI

What makes a blockbuster video game?:an empirical analysis of US sales data

TL;DR: In this article, the authors used a unique data set of individual video game titles to estimate the effect of an exhaustive set of observable characteristics on the likelihood of a video game becoming a block-buster title.
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Hardware quality vs. network size in the home video game industry

TL;DR: Empirical evidence supports the claim that excess inertia is not a pervasive problem, and a discrete-choice demand structure is employed within a game theoretic setting to allow for a continuum of market share possibilities.
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Leveraging the co-evolution of offline and online video games: an empirical study

TL;DR: In this article, the authors present some explanations involving online video game purchases by identifying salient perceptions of online and offline motivations and advances ideas on the facilitating role of incentives in making purchase decisions.
References
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TL;DR: In this paper, the Lagrange multiplier procedure or score test on the Pearson family of distributions was used to obtain tests for normality of observations and regression disturbances, and the tests suggested have optimum asymptotic power properties and good finite sample performance.
Journal ArticleDOI

Two-sided markets: a progress report

TL;DR: In this paper, the authors provide a road map to the burgeoning literature on two-sided markets and present new results on the mix of membership and usage charges when price setting or bargaining determine payments between end-users.
Journal ArticleDOI

Two-Sided Competition of Proprietary vs. Open Source Technology Platforms and the Implications for the Software Industry

TL;DR: It is found that, when the platform is proprietary, the equilibrium prices for the platform, the applications, and the platform access fee for applications may be below marginal cost, and demand conditions that lead to this are characterized.
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Also, findings suggest the two-sided pricing strategy employed by hardware firms is dynamic.