Objectives of this study: The objective of this thesis was to find out if it would be possible to predict success of upcoming SteamOS platform that is built by Valve. We used models from two sided markets theory and focused especially on examining what would be critical masses for each side of this platform in case. Computer and video games have been previously used as examples of two-sided market theory, where researchers have studied the likelihood of success of a platform based on its relative strengths to other actors in the market. However, SteamOS is a new way of distributing operating systems and games, having an existing potential clientele as well as billions of units of potential hardware units to be deployed to free of...
Two-sided platforms, such as Airbnb, Uber and eBay, have all revolutionized their industries. Despit...
This thesis studies the pricing strategies of multi-sided platforms and how their specific market ch...
This thesis aims to explore the concept of network effects between platforms and mobile games by ana...
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspect...
In the dynamic two-sided market environment, overpricing one side of the market not only discourages...
The goal of this paper is to explore the exponential increase of the released games on Steam’s digit...
The digital marketplace has rapidly grown, transitioning the market of video games from physical loc...
This paper develops techniques to analyze the adoption decisions of both consumers and firms for com...
Many if not most markets with network externalities are two-sided. To succeed, platforms in industri...
Many if not most markets with network externalities are two-sided. To succeed, platforms in industri...
In the first chapter we present a critical survey of the literature on platforms and two-sided mark...
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...
This study explores how multi-sided digital platforms achieve and sustain superior performance posit...
Two-sided platforms, such as Airbnb, Uber and eBay, have all revolutionized their industries. Despit...
This thesis studies the pricing strategies of multi-sided platforms and how their specific market ch...
This thesis aims to explore the concept of network effects between platforms and mobile games by ana...
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspect...
In the dynamic two-sided market environment, overpricing one side of the market not only discourages...
The goal of this paper is to explore the exponential increase of the released games on Steam’s digit...
The digital marketplace has rapidly grown, transitioning the market of video games from physical loc...
This paper develops techniques to analyze the adoption decisions of both consumers and firms for com...
Many if not most markets with network externalities are two-sided. To succeed, platforms in industri...
Many if not most markets with network externalities are two-sided. To succeed, platforms in industri...
In the first chapter we present a critical survey of the literature on platforms and two-sided mark...
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...
This study explores how multi-sided digital platforms achieve and sustain superior performance posit...
Two-sided platforms, such as Airbnb, Uber and eBay, have all revolutionized their industries. Despit...
This thesis studies the pricing strategies of multi-sided platforms and how their specific market ch...
This thesis aims to explore the concept of network effects between platforms and mobile games by ana...