|
||||
|
||||
Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002Matthew T. ClementsSt. Edward's University Hiroshi OhashiUniversity 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 working papers seriesDate posted: December 29, 2004Suggested Citation |
|
|||||||||||||||||||||||
© 2013 Social Science Electronic Publishing, Inc. All Rights Reserved.
FAQ
Terms of Use
Privacy Policy
Copyright
This page was processed by apollo1 in 1.469 seconds