生态系统竞争:视频游戏行业中的平台、附属市场与多归属

Ecosystem Competition: Platforms, Subsidiary Markets and Multihoming in the Videogames Industry

Information Systems Research · 2026
被引 0
人大 AFT50UTD24ABS 4*

中文导读

研究了平台与附属游戏市场构成的生态系统竞争,发现游戏销售带来的额外收益会加剧平台竞争,促使平台加大对玩家的补贴,而版税结构则改变了平台对多归属的偏好。

Abstract

Emerging licensing regimes that generate revenue from game sales, along with gamers’ consideration of video game purchases in their platform adoption decisions, call for a reexamination of traditional models of platform competition. We develop a novel model of competition between ecosystems, defined by platforms and their console-specific subsidiary markets for video games, to incorporate post-adoption factors into platform pricing decisions. Counterintuitively, our results show that access to additional surplus from game sales intensifies competition, forcing platforms to further subsidize the gamer side. In the absence of royalties, publishers’ licensing fees remain unaffected even when the subsidiary market is considered; however, these fees increase under royalty transfers, suggesting that money-side considerations dominate in ecosystem competition. When publishers multihome, the role of the subsidiary market becomes more pronounced: gamer-side subsidies deepen while platforms impose higher licensing fees. The subsidiary market also induces greater multihoming than predicted by traditional licensing models. Surprisingly, the effect of royalties on platforms becomes non-monotonic, in contrast to scenarios where all publishers singlehome. This leads to a threshold beyond which platforms may no longer prefer multihoming, diverging from conventional models where multihoming is typically advantageous. Overall, our findings highlight that platforms’ strategic responses to gamers’ post-adoption behavior and royalty-based licensing structures cannot be inferred through simple extensions of existing frameworks.

平台经济双边市场视频游戏产业竞争策略网络效应