网络效应与竞争:家用视频游戏行业的实证分析

Network effects and competition: an empirical analysis of the home video game industry

STRATEGIC MANAGEMENT JOURNAL · 2002
被引 457
人大 AFT50UTD24ABS 4*

中文导读

基于资源基础观,将客户网络视为战略资产,通过16位家用视频游戏行业数据,实证发现网络效应在竞争对手间不对称,较小客户网络的任天堂反而具有更高网络强度,解释了其超越世嘉的现象。

Abstract

Abstract Building on the resource‐based view of the firm, we advance the idea that a firm's customer network can be a strategic asset. We suggest that network effects are a function of network size (i.e., installed customer base) and network strength (i.e., the marginal impact of a unit increase in network size on demand). We empirically study these network effects in the 16‐bit home video game industry in which the dominant competitors were Nintendo and Sega. In the spirit of the new empirical IO framework, we estimate a structural econometric model assuming the data are equilibrium outcomes of the best fitting noncooperative game in price and advertising. After controlling for other effects, we find strong evidence that network effects are asymmetric between the competitors in the home video game industry. Specifically, we find that the firm with a smaller customer network (Nintendo) has higher network strength than the firm with the larger customer base (Sega). Thus, our results provide a possible explanation for this situation in which the firm with a smaller customer network (Nintendo) was able to overtake the sales of a firm with a larger network size (Sega). Copyright © 2002 John Wiley & Sons, Ltd.

产业组织竞争战略网络效应营销