This paper examines 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. The paper also finds 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.
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Paper provided by NET Institute in its series Working Papers with number
04-01.
Find related papers by JEL classification: C23 - Mathematical and Quantitative Methods - - Single Equation Models; Single Variables - - - Models with Panel Data L68 - Industrial Organization - - Industry Studies: Manufacturing - - - Appliances; Other Consumer Durables M21 - Business Administration and Business Economics; Marketing; Accounting - - Business Economics - - - Business Economics
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