Abstract

 


 



Indirect Network Effects and the Quality Dimension: A Look at the Gaming Industry


Jin-Hyuk Kim


University of Colorado at Boulder

Jeffrey Prince


Indiana University - Kelley School of Business

Calvin Qiu


University of Cambridge - Faculty of Economics and Politics

December 29, 2012


Abstract:     
We present theoretical and empirical analyses of indirect network effects for a hardware market with vertically differentiated complementary goods. We demonstrate that the heretofore typical use of aggregate software counts can mis-measure the presence and/or magnitude of indirect network effects. We show this is true when there is correlation along the quality dimension between the marginal utility of software and either 1) the response of software supply to an increase in installed base, or 2) conditional variation in software availability. We illustrate this idea using a simple monopolistic competition model, and through empirical analysis of the 7th-generation console market.

Number of Pages in PDF File: 28

Keywords: indirect network effects, vertical differentiation, video game industry

JEL Classification: L14, L82

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Date posted: December 30, 2012  

Suggested Citation

Kim, Jin-Hyuk, Prince, Jeffrey and Qiu, Calvin, Indirect Network Effects and the Quality Dimension: A Look at the Gaming Industry (December 29, 2012). Available at SSRN: http://ssrn.com/abstract=2194662 or http://dx.doi.org/10.2139/ssrn.2194662

Contact Information

Jin-Hyuk Kim
University of Colorado at Boulder ( email )
Campus Box 256
Boulder, CO 80309
United States
Jeffrey Prince (Contact Author)
Indiana University - Kelley School of Business ( email )
1309 East Tenth Street
Bloomington, IN 47405-1701
United States
Calvin Qiu
University of Cambridge - Faculty of Economics and Politics ( email )
Austin Robinson Building
Sidgwick Avenue
Cambridge, CB3 9DD
United Kingdom
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