Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry
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- Gil, Ricard & Warzynski, Frederic, 2009. "Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry," Working Papers 09-19, University of Aarhus, Aarhus School of Business, Department of Economics.
- 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.
- Ricard Gil & Frédèric Warzynski, 2010. "Vertical Integration, Exclusivity and Game Sales Performance in the US Video Game Industry," Working Papers 10-06, NET Institute, revised Sep 2010.
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Cited by:
- Marissa Beck & Fiona Scott Morton, 2021. "Evaluating the Evidence on Vertical Mergers," Review of Industrial Organization, Springer;The Industrial Organization Society, vol. 59(2), pages 273-302, September.
- Kim, Jin-Hyuk & Prince, Jeffrey & Qiu, Calvin, 2014.
"Indirect network effects and the quality dimension: A look at the gaming industry,"
International Journal of Industrial Organization, Elsevier, vol. 37(C), pages 99-108.
- Jin-Hyuk Kim & Jeffrey T. Prince & Calvin Qiu, 2013. "Indirect Network Effects and the Quality Dimension: A Look at the Gaming Industry," Working Papers 2013-10, Indiana University, Kelley School of Business, Department of Business Economics and Public Policy.
- L. Aguzzoni & E. Argentesi & P. Buccirossi & L. Ciari & T. Duso & M. Tognoni & C. Vitale, 2013.
"They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market,"
Working Papers
wp908, Dipartimento Scienze Economiche, Universita' di Bologna.
- Luca Aguzzoni & Elena Argentesi & Paolo Buccirossi & Lorenzo Ciari & Tomaso Duso & Massimo Tognoni & Cristiana Vitale, 2013. "They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market," Discussion Papers of DIW Berlin 1330, DIW Berlin, German Institute for Economic Research.
- Aguzzoni, Luca & Argentesi, Elena & Buccirossi, Paolo & Ciari, Lorenzo & Duso, Tomaso & Tognoni, Massimo & Vitale, Cristiana, 2013. "They played the merger game: A retrospective analysis in the UK videogames market," DICE Discussion Papers 113, Heinrich Heine University Düsseldorf, Düsseldorf Institute for Competition Economics (DICE).
- Yuchen Zhang & Jingjing Li & Tony W. Tong, 2022. "Platform governance matters: How platform gatekeeping affects knowledge sharing among complementors," Strategic Management Journal, Wiley Blackwell, vol. 43(3), pages 599-626, March.
- Christopher S. Brunt & Amanda S. King & John T. King, 2020. "The influence of user-generated content on video game demand," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(1), pages 35-56, March.
- Haucap, Justus & Stiebale, Joel, 2023. "Non-price effects of mergers and acquisitions," DICE Discussion Papers 402, Heinrich Heine University Düsseldorf, Düsseldorf Institute for Competition Economics (DICE).
- Peters, Frank, 2018. "The business of video games is a multi-player game : Essays on governance choices and performance in a two-sided market in the cultural industries," Other publications TiSEM 886b3148-4bbb-4ea4-b666-0, Tilburg University, School of Economics and Management.
- Masakazu Ishihara & Eitan Muller, 2020. "Software piracy and outsourcing in two-sided markets," Quantitative Marketing and Economics (QME), Springer, vol. 18(1), pages 61-124, March.
- Parker, Owen N. & Mui, Rachel & Bhawe, Nachiket & Semadeni, Matthew, 2022. "Insight or ignorance: How collaborative history in a workgroup fits with project type to shape performance," Journal of Business Research, Elsevier, vol. 152(C), pages 154-167.
- Benjamin Engelstätter & Michael R. Ward, 2018.
"Strategic timing of entry: evidence from video games,"
Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(1), pages 1-22, February.
- Engelstätter, Benjamin & Ward, Michael R., 2013. "Strategic timing of entry: Evidence from video games," ZEW Discussion Papers 13-117, ZEW - Leibniz Centre for European Economic Research.
- Yi, Jisu & Lee, Youseok & Kim, Sang-Hoon, 2019. "Determinants of growth and decline in mobile game diffusion," Journal of Business Research, Elsevier, vol. 99(C), pages 363-372.
- Venkat Kuppuswamy & Carliss Y. Baldwin, 2012. "Risky Business: The Impact of Property Rights on Investment and Revenue in the Film Industry," Harvard Business School Working Papers 13-007, Harvard Business School, revised Aug 2012.
- Akifumi Ishihara & Ryoko Oki, 2021. "Exclusive content in two‐sided markets," Journal of Economics & Management Strategy, Wiley Blackwell, vol. 30(3), pages 638-654, August.
More about this item
JEL classification:
- L22 - Industrial Organization - - Firm Objectives, Organization, and Behavior - - - Firm Organization and Market Structure
- L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
- L86 - Industrial Organization - - Industry Studies: Services - - - Information and Internet Services; Computer Software
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