Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002
Matthew T. Clements
St. Edward's University
University of Tokyo - Faculty of Economics
NET Institute Working Paper No. 04-01
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, M21working papers series
Date posted: December 29, 2004
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