{"title":"Distilling network effects from Steam","authors":"José Tudón","doi":"10.2139/ssrn.3780303","DOIUrl":null,"url":null,"abstract":"This paper develops a method to estimate the demand for network goods, using minimal network data, but leveraging within-consumer variation. I estimate demand for video games as a function of individuals’ social networks, prices, and qualities, using data from Steam, the largest video game digital distributor in the world. I separately identify price elasticities on individuals with and without friends with the same game, conditional on individual fixed effects and games’ characteristics. I then use the discrepancies between estimated price elasticities to identify the impact of social networks. I compare my method to “traditional-IV” strategies in the literature, which require detailed network data, and find similar results. A 1% increase in friends’ demands, increases demand by .13%. In counterfactual simulations, I find demand increases by about 5% from a promotional giveaway to “influencers,” those users in the top 1% of popularity in the network.","PeriodicalId":46425,"journal":{"name":"Qme-Quantitative Marketing and Economics","volume":"20 1","pages":"293-312"},"PeriodicalIF":1.3000,"publicationDate":"2021-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Qme-Quantitative Marketing and Economics","FirstCategoryId":"96","ListUrlMain":"https://doi.org/10.2139/ssrn.3780303","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
This paper develops a method to estimate the demand for network goods, using minimal network data, but leveraging within-consumer variation. I estimate demand for video games as a function of individuals’ social networks, prices, and qualities, using data from Steam, the largest video game digital distributor in the world. I separately identify price elasticities on individuals with and without friends with the same game, conditional on individual fixed effects and games’ characteristics. I then use the discrepancies between estimated price elasticities to identify the impact of social networks. I compare my method to “traditional-IV” strategies in the literature, which require detailed network data, and find similar results. A 1% increase in friends’ demands, increases demand by .13%. In counterfactual simulations, I find demand increases by about 5% from a promotional giveaway to “influencers,” those users in the top 1% of popularity in the network.
期刊介绍:
Quantitative Marketing and Economics (QME) publishes research in the intersection of Marketing, Economics and Statistics. Our focus is on important applied problems of relevance to marketing using a quantitative approach. We define marketing broadly as the study of the interface between firms, competitors and consumers. This includes but is not limited to consumer preferences, consumer demand and decision-making, strategic interaction of firms, pricing, promotion, targeting, product design/positioning, and channel issues. We embrace a wide variety of research methods including applied economic theory, econometrics and statistical methods. Empirical research using primary, secondary or experimental data is also encouraged. Officially cited as: Quant Mark Econ