Advanced Search
MyIDEAS: Login to save this paper or follow this series

How does Ownership Structure Affect the Timing of New Product Introductions? Evidence from the U. S. Video Game Market

Contents:

Author Info

  • Hiroshi Ohashi

    (Faculty of Economics, University of Tokyo)

Abstract

This paper investigates the release date scheduling of U.S. video games in the 1994 - 2001 period. Particular attention is paid to how the game ownership structure affects the release timing of video games. A typical feature of the video game diffusion pattern makes release timing crucial to the success of a new game. The evidence suggests that where multiple games are owned by the same publisher, they are released further apart in time than are multiple games owned by multiple different publishers. Furthermore, where a single publisher of multiple games is a platform provider, the games are launched further apart in time than if the publisher is a non-platform provider. The paper associates these findings with industry practice evolved in the modern video game market.

Download Info

To our knowledge, this item is not available for download. To find whether it is available, there are three options:
1. Check below under "Related research" whether another version of this item is available online.
2. Check on the provider's web page whether it is in fact available.
3. Perform a search for a similarly titled item that would be available.

Bibliographic Info

Paper provided by CIRJE, Faculty of Economics, University of Tokyo in its series CIRJE F-Series with number CIRJE-F-325.

as in new window
Length: 22 pages
Date of creation: Mar 2005
Date of revision:
Handle: RePEc:tky:fseres:2005cf325

Contact details of provider:
Postal: Hongo 7-3-1, Bunkyo-ku, Tokyo 113-0033
Phone: +81-3-5841-5644
Fax: +81-3-5841-8294
Email:
Web page: http://www.cirje.e.u-tokyo.ac.jp/index.html
More information through EDIRC

Related research

Keywords:

Other versions of this item:

References

No references listed on IDEAS
You can help add them by filling out this form.

Citations

Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
as in new window

Cited by:
  1. Gil, Ricard & Warzynski, Frédéric, 2009. "Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry," MPRA Paper 21049, University Library of Munich, Germany, revised Dec 2009.

Lists

This item is not listed on Wikipedia, on a reading list or among the top items on IDEAS.

Statistics

Access and download statistics

Corrections

When requesting a correction, please mention this item's handle: RePEc:tky:fseres:2005cf325. See general information about how to correct material in RePEc.

For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (CIRJE administrative office).

If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

If references are entirely missing, you can add them using this form.

If the full references list an item that is present in RePEc, but the system did not link to it, you can help with this form.

If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your profile, as there may be some citations waiting for confirmation.

Please note that corrections may take a couple of weeks to filter through the various RePEc services.