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Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002


Matthew T. Clements


St. Edward's University

Hiroshi Ohashi


University of Tokyo - Faculty of Economics

October 2004

NET Institute Working Paper No. 04-01

Abstract:     
This paper examines the importance of indirect network effects in the U.S. video game market between 1994 and 2002. The diffusion of game systems is analyzed by the interaction between console adoption decisions and software supply decisions. Estimation results suggest that introductory pricing is an effective practice at the beginning of the product cycle, and expanding software variety becomes more effective later. The paper also finds a degree of inertia in the software market that does not exist in the hardware market. This observation implies that software providers continue to exploit the installed base of hardware users after hardware demand has slowed.

Number of Pages in PDF File: 31

Keywords: indirect network effects; penetration pricing; software variety

JEL Classification: C23, L68, M21

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Date posted: December 29, 2004  

Suggested Citation

Clements, Matthew T. and Ohashi, Hiroshi, Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002 (October 2004). NET Institute Working Paper No. 04-01. Available at SSRN: http://ssrn.com/abstract=500922 or http://dx.doi.org/10.2139/ssrn.500922

Contact Information

Matthew T. Clements (Contact Author)
Saint Edward's University ( email )
3001 South Congress Avenue
Austin, TX 78704
United States
(512) 428-1321 (Phone)
Hiroshi Ohashi
University of Tokyo - Faculty of Economics ( email )
7-3-1 Hongo, Bunkyo-ku
Tokyo 113-0033
Japan
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