Experiential goods with network externalities effects: An empirical study of online rating system
Jun Yang and
Mai, Enping (Shirley)
Journal of Business Research, 2010, vol. 63, issue 9-10, 1050-1057
Abstract:
This paper uses online users' reviews and sales information from May 2003 to March 2007 to study a new experiential product: online video game (or virtual world). The results suggest that, first of all, for a hedonic product such as an online video game, the availability of online review system could not fully transform experience attributes into search attributes. The empirical study confirms that negative word-of-mouth has more significant impact than positive reviews. The study empirically verifies that the existence of direct network externalities (i.e. a product's value increases when more consumers join the network) is crucial for a hedonic product. The size of the user base signals the quality of the game, and works like a search attribute for potential users. A large user base will reduce the negative impact from unfavorable reviews.
Keywords: Experiential; goods; Hedonic; goods; Network; externalities; Word-of-mouth; Virtual; worlds; Experience; attributes (search for similar items in EconPapers)
Date: 2010
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Citations: View citations in EconPapers (33)
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Persistent link: https://EconPapers.repec.org/RePEc:eee:jbrese:v:63:y::i:9-10:p:1050-1057
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