{"title":"软件市场的众包分发","authors":"Fan Yang","doi":"10.2139/ssrn.3089013","DOIUrl":null,"url":null,"abstract":"Software producers may choose to deliver products through a community of external institutions or individuals rather than paid employees. In the model, a computer game producer with a developed “game 1” may [a] sell game 1 allowing modifications (i.e., an external community develops game 2 based on game 1), [b] develop game 2 internally and sell it separately, or [c] develop game 2 internally and sell it as an optional addon to game 1. The firm’s profit and social welfare under each option is explored. An app-storelike market structure (in which the community is allowed to sell game 2) is also considered.","PeriodicalId":125544,"journal":{"name":"ERN: Intellectual Property (Topic)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Crowdsourcing Distribution on Software Market\",\"authors\":\"Fan Yang\",\"doi\":\"10.2139/ssrn.3089013\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Software producers may choose to deliver products through a community of external institutions or individuals rather than paid employees. In the model, a computer game producer with a developed “game 1” may [a] sell game 1 allowing modifications (i.e., an external community develops game 2 based on game 1), [b] develop game 2 internally and sell it separately, or [c] develop game 2 internally and sell it as an optional addon to game 1. The firm’s profit and social welfare under each option is explored. An app-storelike market structure (in which the community is allowed to sell game 2) is also considered.\",\"PeriodicalId\":125544,\"journal\":{\"name\":\"ERN: Intellectual Property (Topic)\",\"volume\":\"58 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-01-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ERN: Intellectual Property (Topic)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2139/ssrn.3089013\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ERN: Intellectual Property (Topic)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2139/ssrn.3089013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Software producers may choose to deliver products through a community of external institutions or individuals rather than paid employees. In the model, a computer game producer with a developed “game 1” may [a] sell game 1 allowing modifications (i.e., an external community develops game 2 based on game 1), [b] develop game 2 internally and sell it separately, or [c] develop game 2 internally and sell it as an optional addon to game 1. The firm’s profit and social welfare under each option is explored. An app-storelike market structure (in which the community is allowed to sell game 2) is also considered.