间接网络效应与产品周期:1994-2002年美国视频游戏市场

INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002*

Journal of Industrial Economics · 2005
被引 405 · 同刊同年前 4%
人大 A-ABS 3

中文导读

研究了1994-2002年美国视频游戏市场中间接网络效应的重要性,发现初期低价策略有效,后期扩大软件种类更有效,且软件市场存在惯性。

Abstract

We examine 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. We also find 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.

间接网络效应产品生命周期视频游戏市场定价策略