Influence of quality and exclusivity in two-sided markets, effects of infinite durability on the consumption of information goods, and improving sales forecasting for media products

IF 0.4 4区 经济学 Q4 COMMUNICATION
H. Martin, Adam D. Rennhoff
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引用次数: 1

Abstract

Each article in this this issue provides new insight into demand for media goods. The first revisits network effects in two-sided markets by focusing on the quality and exclusivity of video games. The study finds gamers tend to play just a few widely popular games. Popular games therefore have an outsize influence on the success of video game consoles. The second article examines effects from the introduction of a cloud-based service that give consumers continuous access to movies. The study found sales of movies with cloud-based access increased, and that rentals of movies decreased among some consumers. The third study compares managers’ sales forecasts for movies, books and music with forecasts based on models. The study finds that managers’ forecasts are only superior for a few best-selling media products. Model-based forecasts are better for products with medium and low sales The first article is “Platform Competition in the Video Game Console Industry: Impacts of Software Quality and Exclusivity on Market Share” by Haeyop Song, Jaemin Jung, and Daegon Cho. This study extends the literature on network effects in two-sided markets by focusing on the characteristics of six video game consoles and their associated software. The study examines complimentary products by focusing on how quality and exclusivity influence software and hardware competition in video game markets. The study uses reviews of video game software to measure quality. A panel data set with information about 10 years of sales was assembled for the study. The sample included 2,392 software and console combinations, and 1,396 unique video games. The findings did not support the conventional wisdom that most video game software plays “a critical role in hardware sales, and vice versa”. Instead, a few high-quality games dominate sales because gamers buy an average of just eight games during the life of a game console. A high-quality game that is exclusive to one console can significantly influence the early success of a gaming platform. However, software that works on multiple-platforms is valuable to mature gaming consoles because consumers are interested in “relatively small numbers of attractive products”. The authors discuss the implications of their findings for software and hardware developers. “The Introduction of Infinite Durability to an Information Good and the Decision to Buy or Rent: Evidence from the Film Industry” by Gabriel Pablo Axarlian is based on a natural experiment in the film industry. The experiment occurred when five major film studios introduced a cloud-based system to give consumers continuous access to digital copies of films. A sixth studio, Disney, did not offer customers access to the cloud-based system from 2011 to 2014. Disney’s lack of participation “provided the perfect conditions for a natural experiment to analyze exactly how infinite durability affects consumption patterns of information goods, using films as a proxy”. Consumers purchased access to the cloud-based systemwhen they bought a DVD or Blu-ray copy of a film. The panel-data set examined the sales of 286 films over 73 weeks. Consumer who purchased DVDs were considered low-value consumers, and those who purchased Blu-ray were high-value consumers. The introduction of the cloud-based system increased movie sales to all consumers. However, high-value consumers were more sensitive to infinitely durable movie access. The likelihood of renting films on Blu-ray decreased, which was not the case for films on DVDs. JOURNAL OF MEDIA ECONOMICS 2017, VOL. 30, NO. 3, 97–98 https://doi.org/10.1080/08997764.2018.1458452
双边市场中质量和排他性的影响,无限耐用性对信息产品消费的影响,以及改善媒体产品的销售预测
本期的每篇文章都提供了对媒体产品需求的新见解。第一篇文章通过关注电子游戏的质量和独占性,重新审视了双边市场中的网络效应。研究发现,玩家倾向于只玩几款广受欢迎的游戏。因此,流行游戏对电子游戏机的成功有着巨大的影响。第二篇文章将探讨引入一种基于云的服务所带来的影响,这种服务可以让消费者持续访问电影。研究发现,基于云服务的电影销量增加了,而在一些消费者中,电影租赁量下降了。第三项研究将管理者对电影、书籍和音乐的销售预测与基于模型的预测进行了比较。研究发现,管理者的预测只对少数最畅销的媒体产品有优势。第一篇文章是由Haeyop Song, Jaemin Jung和Daegon Cho撰写的《电子游戏机行业的平台竞争:软件质量和独占性对市场份额的影响》。本研究通过关注六种电子游戏机及其相关软件的特点,扩展了双边市场中网络效应的文献。该研究通过关注质量和排他性如何影响电子游戏市场的软件和硬件竞争来检验免费产品。该研究使用视频游戏软件的评论来衡量质量。该研究收集了一个包含10年销售信息的面板数据集。样本包括2392个软件和主机组合,以及1396个独特的视频游戏。这一发现并不支持大多数电子游戏软件“在硬件销售中起着关键作用,反之亦然”的传统观点。相反,一些高质量的游戏主宰了销售,因为玩家在一台游戏机的生命周期内平均只购买8款游戏。一款专为某台主机开发的高质量游戏可能会对游戏平台的早期成功产生重大影响。然而,能够在多平台上运行的软件对于成熟的游戏机来说很有价值,因为消费者对“数量相对较少的有吸引力的产品”感兴趣。作者讨论了他们的发现对软件和硬件开发人员的影响。加布里埃尔·巴勃罗·阿克萨里安的《引入信息商品的无限耐久性和购买或租用的决定:来自电影行业的证据》是基于电影行业的一个自然实验。五家大型电影制片厂推出了一种基于云的系统,让消费者可以连续访问电影的数字拷贝。第六家电影公司迪士尼(Disney)在2011年至2014年期间没有向客户提供云系统的访问权限。迪士尼的缺乏参与“为一项自然实验提供了完美的条件,以电影为代表,准确分析无限耐用性如何影响信息产品的消费模式”。消费者在购买DVD或蓝光电影拷贝时,就购买了访问基于云的系统的权限。面板数据集调查了73周内286部电影的销售情况。购买dvd的消费者被认为是低价值消费者,而购买蓝光的消费者被认为是高价值消费者。云计算系统的引入增加了所有消费者的电影销量。然而,高价值消费者对无限持久的电影访问更为敏感。租用蓝光电影的可能性降低了,而dvd电影的情况并非如此。《传媒经济》2017年第30卷第5期3,97 - 98 https://doi.org/10.1080/08997764.2018.1458452
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来源期刊
CiteScore
0.40
自引率
0.00%
发文量
9
期刊介绍: The Journal of Media Economics publishes original research on the economics and policy of mediated communication, focusing on firms, markets, and institutions. Reflecting the increasing diversity of analytical approaches employed in economics and recognizing that policies promoting social and political objectives may have significant economic impacts on media, the Journal encourages submissions reflecting the insights of diverse disciplinary perspectives and research methodologies, both empirical and theoretical.
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