Steady software supply is a crucial driver of platform sales. While publishers benefit from releasing software across multiple platforms to tap a greater market, platform manufacturers often seek exclusive release to differentiate from competitors. Research has examined such software multihoming across competing platforms of the same technology generation (i.e., the proximal market); however, publishers increasingly multihome software to platforms in distal markets. In the video game console industry, these include previous-generation consoles, handhelds, or mobile devices. This study investigates multihoming to distal markets in the seventh and eighth game console generations. Whereas multihoming to previous-generation consoles cannibalize...
Using data from the 128 bit video game industry this paper evaluates the effect of vertical integrat...
While two-sided platforms (e.g., video game consoles) depend on complements (e.g., games) for their ...
Video games have become common way to spend free time for all types of people. Gaming has moved fro...
Two-sided markets are composed of platform owners and two distinct user networks that either buy or ...
There has been a shift in the home video game industry in which software developers have increasingl...
Multihoming – the decision to design a complement to operate on multiple platforms – is becoming inc...
Multihoming, the decision to design a complement to operate on multiple platforms, is becoming incre...
Multihoming, the decision to design a complement to operate on multiple platforms, is becoming incre...
textabstractThis paper offers a demand-based theory of how platform maturity affects the adoption of...
textabstractSystems are composed of complementary products (e.g., video game systems are composed of...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
The video game industry has attracted more and more attention not only from technology giants such a...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
Systems are composed of complementary products (e.g., video game systems are composed of the video g...
This paper examines video game sales by platform in the global market from a period spanning 2006 th...
Using data from the 128 bit video game industry this paper evaluates the effect of vertical integrat...
While two-sided platforms (e.g., video game consoles) depend on complements (e.g., games) for their ...
Video games have become common way to spend free time for all types of people. Gaming has moved fro...
Two-sided markets are composed of platform owners and two distinct user networks that either buy or ...
There has been a shift in the home video game industry in which software developers have increasingl...
Multihoming – the decision to design a complement to operate on multiple platforms – is becoming inc...
Multihoming, the decision to design a complement to operate on multiple platforms, is becoming incre...
Multihoming, the decision to design a complement to operate on multiple platforms, is becoming incre...
textabstractThis paper offers a demand-based theory of how platform maturity affects the adoption of...
textabstractSystems are composed of complementary products (e.g., video game systems are composed of...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
The video game industry has attracted more and more attention not only from technology giants such a...
This paper investigates the scope of indirect network effects in the home video game industry. We ar...
Systems are composed of complementary products (e.g., video game systems are composed of the video g...
This paper examines video game sales by platform in the global market from a period spanning 2006 th...
Using data from the 128 bit video game industry this paper evaluates the effect of vertical integrat...
While two-sided platforms (e.g., video game consoles) depend on complements (e.g., games) for their ...
Video games have become common way to spend free time for all types of people. Gaming has moved fro...