从Steam中提炼网络效应

IF 1.3 4区 管理学 Q3 BUSINESS
José Tudón
{"title":"从Steam中提炼网络效应","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":null,"pages":null},"PeriodicalIF":1.3000,"publicationDate":"2021-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"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\":null,\"pages\":null},\"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}","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

摘要

本文开发了一种估算网络商品需求的方法,使用最小的网络数据,但利用消费者内部的变化。我使用来自Steam(世界上最大的电子游戏数字分销商)的数据,将电子游戏的需求作为个人社交网络、价格和质量的函数进行估算。根据个人固定效应和游戏特性,我分别确定了有朋友和没有朋友玩同一款游戏的个人的价格弹性。然后,我使用估计价格弹性之间的差异来确定社会网络的影响。我将我的方法与文献中需要详细网络数据的“传统iv”策略进行了比较,并发现了类似的结果。朋友的需求每增加1%,需求就会增加0.13%。在反事实的模拟中,我发现,向“影响者”(网络中人气最高的1%的用户)提供促销赠品,需求增加了约5%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Distilling network effects from Steam
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
2.30
自引率
10.50%
发文量
13
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
×
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