Sales effect of a software product series’ length in Japan

IF 1.9 Q3 BUSINESS
Eunji Seo, Yuki Inoue
{"title":"Sales effect of a software product series’ length in Japan","authors":"Eunji Seo, Yuki Inoue","doi":"10.2478/mmcks-2023-0014","DOIUrl":null,"url":null,"abstract":"Abstract Previous studies have examined changes in software sales using the network effect theory framework based on hardware sales. This study aims to examine the effects of a software series’ length on software sales. We also investigate the moderating effects of how a platform’s life cycle influences the series’ sales. We adopted the double-jeopardy theory and brand loyalty discussions for both products and corporations. To test our hypotheses, we analysed 11,863 video game software samples in the Japanese market, addressing the following research questions: How does the length of a software series influence sales in terms of both the product and the corporate brand? How is the influence of the software series’ length on sales moderated by the stage of the platform’s lifecycle? Our findings show that a longer software series led to higher software sales for both the specific series as well as other software released simultaneously by the company. Moreover, we found that the positive relationship between the video game series’ length and sales of all the firm’s software was stronger when the platform had matured. By examining firm behaviours, such as software series releases and their effects, we confirmed that software series’ length is a core factor stimulating its sales and that of other series produced by a company. We also examined the impact of a platform’s lifecycle on video game sales. Our study contributes to the field by extending the literature on the effect of brand loyalty and the double-jeopardy theory.","PeriodicalId":44909,"journal":{"name":"Management & Marketing-Challenges for the Knowledge Society","volume":null,"pages":null},"PeriodicalIF":1.9000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Management & Marketing-Challenges for the Knowledge Society","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2478/mmcks-2023-0014","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

Abstract

Abstract Previous studies have examined changes in software sales using the network effect theory framework based on hardware sales. This study aims to examine the effects of a software series’ length on software sales. We also investigate the moderating effects of how a platform’s life cycle influences the series’ sales. We adopted the double-jeopardy theory and brand loyalty discussions for both products and corporations. To test our hypotheses, we analysed 11,863 video game software samples in the Japanese market, addressing the following research questions: How does the length of a software series influence sales in terms of both the product and the corporate brand? How is the influence of the software series’ length on sales moderated by the stage of the platform’s lifecycle? Our findings show that a longer software series led to higher software sales for both the specific series as well as other software released simultaneously by the company. Moreover, we found that the positive relationship between the video game series’ length and sales of all the firm’s software was stronger when the platform had matured. By examining firm behaviours, such as software series releases and their effects, we confirmed that software series’ length is a core factor stimulating its sales and that of other series produced by a company. We also examined the impact of a platform’s lifecycle on video game sales. Our study contributes to the field by extending the literature on the effect of brand loyalty and the double-jeopardy theory.
软件产品系列长度在日本的销售效果
以往的研究采用基于硬件销售的网络效应理论框架来考察软件销售的变化。本研究旨在检验软件系列长度对软件销售的影响。我们还研究了平台生命周期如何影响系列销售的调节效应。我们对产品和企业都采用了双重危险理论和品牌忠诚度讨论。为了验证我们的假设,我们分析了日本市场上的11,863个电子游戏软件样本,并解决了以下研究问题:软件系列的长度如何影响产品和企业品牌的销售?软件系列的长度对销量的影响是如何随着平台生命周期的阶段而缓和的?我们的研究结果表明,较长的软件系列导致特定系列以及公司同时发布的其他软件的更高软件销售额。此外,我们发现,当平台成熟时,电子游戏系列的长度与公司所有软件的销量之间的正相关关系会变得更强。通过考察企业行为,如软件系列的发布及其影响,我们证实了软件系列的长度是刺激其销售的核心因素,也是公司生产的其他系列的核心因素。我们还研究了平台生命周期对电子游戏销售的影响。本研究通过对品牌忠诚效应和双重风险理论的文献进行扩展,为该领域的研究做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
6.20
自引率
2.70%
发文量
25
审稿时长
10 weeks
文献相关原料
公司名称 产品信息 采购帮参考价格
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信