|
||||
|
||||
An Empirical Analysis of Indirect Network Effects in the Home Video Game MarketJames E. PriegerPepperdine University - School of Public Policy Wei-Min HuUniversity of California, Davis October 1, 2006 NET Institute Working Paper No. 06-25 Abstract: 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.
Number of Pages in PDF File: 46 working papers seriesDate posted: November 2, 2006 ; Last revised: November 9, 2008Suggested CitationContact Information
|
|
|||||||||||||||||||||||||||
© 2013 Social Science Electronic Publishing, Inc. All Rights Reserved.
FAQ
Terms of Use
Privacy Policy
Copyright
This page was processed by apollo2 in 0.813 seconds