Journal ArticleDOI
Console price and software availability in the home video game industry
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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.read more
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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.
Journal ArticleDOI
Why quality may not always win: the impact of product generation life cycles on quality and network effects in high-tech markets.
Richard T. Gretz,Suman Basuroy +1 more
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.
Journal ArticleDOI
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.
Journal ArticleDOI
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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