平台市场中的需求异质性:对互补者的影响

Demand Heterogeneity in Platform Markets: Implications for Complementors

ORGANIZATION SCIENCE · 2018
被引 211 · 同刊同年前 6%
人大 AFT50UTD24ABS 4*

中文导读

研究发现,平台早期和晚期采用者的偏好差异导致互补产品(如视频游戏)在平台生命周期后期推出时销量更低,尤其对创新游戏影响更大,且热门与冷门产品的差距扩大。

Abstract

While two-sided platforms (e.g., video game consoles) depend on complements (e.g., games) for their success, the success of complements is also influenced by platform-level dynamics. Research suggests that greater platform adoption benefits complements by providing more potential users, but this assumes that platform adopters are homogeneous. We build on extensive research exploring the heterogeneity between early and late platform adopters to identify counterintuitive dynamics for complements. Complements launched early in a platform’s life cycle face an audience entirely of early platform adopters, whereas later-launching complements face a mixed audience of both early and late adopters, and we argue that differences in preferences and behavior between early and late adopters affect whether complements will succeed and which types will be most successful. We explore these dynamics in the context of the console video game industry using a unique data set of 2,918 video games released in the United Kingdom from 2000 to 2007. We show that despite the increase in the potential user pool as the platform evolves, video games launched later in the platform life cycle realize lower sales than those launched earlier. While increased competition explains part of this effect, we show substantial evidence consistent with our theory of preference differences between early and late adopters. This includes the finding that the negative effect is stronger for novel games and that the gap between popular and less popular complements widens as later adopters move into the platform, consistent with late adopters being risk averse and seeking to avoid purchasing mistakes. The e-companion is available at https://doi.org/10.1287/orsc.2017.1183 .

平台经济双边市场视频游戏产业消费者异质性