INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994–2002*
Matthew T. Clements and
Hiroshi Ohashi
Journal of Industrial Economics, 2005, vol. 53, issue 4, 515-542
Abstract:
We examine the importance of indirect network effects in the U.S. video game market between 1994 and 2002. The diffusion of game systems is analyzed by the interaction between console adoption decisions and software supply decisions. Estimation results suggest that introductory pricing is an effective practice at the beginning of the product cycle, and expanding software variety becomes more effective later. We also find a degree of inertia in the software market that does not exist in the hardware market. This observation implies that software providers continue to exploit the installed base of hardware users after hardware demand has slowed.
Date: 2005
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https://doi.org/10.1111/j.1467-6451.2005.00268.x
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Working Paper: Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002 (2004) 
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Persistent link: https://EconPapers.repec.org/RePEc:bla:jindec:v:53:y:2005:i:4:p:515-542
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