This paper empirically investigates the relation between vertical integration and video game performance in the US video game industry. For this purpose, we use a widely used data set from NPD on video game monthly sales from October 2000 to October 2007. We complement these data with handly collected information on video game developers for all games in the sample and the timing of all mergers and acquisitions during that period. By doing this, we are able to separate vertically integrated games from those that are just exclusive to a platform. First, we show that vertically integrated games produce higher revenues and sell more units at higher prices than independent games. Second, we explore the causal effect of vertical integration and ...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper empirically investigates the relation between vertical integration and video game perform...
This paper empirically investigates the relation between vertical integration and video game perform...
This paper empirically investigates the relation between vertical integration and video game perform...
UnrestrictedThe focus of this dissertation is twofold. The first objective is to construct an empiri...
This paper develops techniques to analyze the adoption decisions of both consumers and firms for com...
Using data from the 128 bit video game industry this paper evaluates the effect of vertical integrat...
Using data from the 128 bit video game industry this paper evaluates the e¤ect of vertical integrati...
This paper examines video game sales by platform in the global market from a period spanning 2006 th...
This paper examines the importance of indirect network effects in the U.S. video game market between...
In the last two decades video games have grown into a multibillion dollar industry, with titles and ...
Our study extends the empirical literature on whether vertical restraints are anticompeti-tive. We f...
Our study extends the empirical literature on whether vertical restraints are anticompetitive. We fo...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper empirically investigates the relation between vertical integration and video game perform...
This paper empirically investigates the relation between vertical integration and video game perform...
This paper empirically investigates the relation between vertical integration and video game perform...
UnrestrictedThe focus of this dissertation is twofold. The first objective is to construct an empiri...
This paper develops techniques to analyze the adoption decisions of both consumers and firms for com...
Using data from the 128 bit video game industry this paper evaluates the effect of vertical integrat...
Using data from the 128 bit video game industry this paper evaluates the e¤ect of vertical integrati...
This paper examines video game sales by platform in the global market from a period spanning 2006 th...
This paper examines the importance of indirect network effects in the U.S. video game market between...
In the last two decades video games have grown into a multibillion dollar industry, with titles and ...
Our study extends the empirical literature on whether vertical restraints are anticompeti-tive. We f...
Our study extends the empirical literature on whether vertical restraints are anticompetitive. We fo...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...