Software Exclusivity and the Scope of Indirect Network Effects in the U.S. Home Video Game Market

Kenneth S. Corts, Mara Lederman
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引用次数: 218

Abstract

This paper investigates the scope of indirect network effects in the home video game industry. We argue that the increasing prevalence of non-exclusive software gives rise to indirect network effects that exist between users of competing and incompatible hardware platforms. This is because software non-exclusivity, like hardware compatibility, allows a software firm to sell to a market broader than a single platform's installed base. We look for evidence of market-wide network effects by estimating a model of hardware demand and software supply. Our software supply equation allows the supply of games for a particular platform to depend not only on the installed base of that platform, but also on the installed base of competing platforms. Our results indicate the presence of both a platform-specific network effect and--in recent years--a cross-platform (or generation-wide) network effect. Our finding that the scope of indirect network effects in this industry has widened suggests one reason that this market, which is often cited as a canonical example of one with strong indirect network effects, is no longer dominated by a single platform.
美国家庭电子游戏市场的软件独占性和间接网络效应
本文研究了家庭电子游戏产业中间接网络效应的范围。我们认为,非排他性软件的日益普及导致了存在于竞争性和不兼容硬件平台用户之间的间接网络效应。这是因为软件的非排他性,就像硬件兼容性一样,允许软件公司向比单一平台安装基础更广泛的市场销售。我们通过估算硬件需求和软件供应的模型来寻找市场范围内网络效应的证据。我们的软件供应方程式允许特定平台的游戏供应不仅取决于该平台的安装基础,还取决于竞争平台的安装基础。我们的研究结果表明,特定平台的网络效应和近年来跨平台(或跨代)的网络效应都存在。我们发现,该行业的间接网络效应范围已经扩大,这说明了一个原因,即这个经常被引用为具有强大间接网络效应的典型例子的市场不再由单一平台主导。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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