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Tekijä:Clements, M.T.
Ohashi, H.
Otsikko:Indirect network effects and the product cycle: video games in the U.S., 1994-2002
Lehti:Journal of Industrial Economics
2005 : DEC, VOL. 53:4, p. 515-542
Asiasana:networks
software
USA
video games industry
Kieli:eng
Tiivistelmä:This article investigates 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.
SCIMA tietueen numero: 260345
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