IDEAS home Printed from https://ideas.repec.org/p/cfi/fseres/cf026.html
   My bibliography  Save this paper

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

Author

Listed:
  • 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.

Suggested Citation

  • Hiroshi Ohashi, 2005. "How does Ownership Structure Affect the Timing of New Product Introductions? Evidence from the U.S. Video Game Market," CARF F-Series CARF-F-026, Center for Advanced Research in Finance, Faculty of Economics, The University of Tokyo.
  • Handle: RePEc:cfi:fseres:cf026
    as

    Download full text from publisher

    To our knowledge, this item is not available for download. To find whether it is available, there are three options:
    1. Check below 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.

    Other versions of this item:

    Citations

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


    Cited by:

    1. 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.
    2. Ricard Gil & Frederic Warzynski, 2015. "Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry," The Journal of Law, Economics, and Organization, Oxford University Press, vol. 31(suppl_1), pages 143-168.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:cfi:fseres:cf026. See general information about how to correct material in RePEc.

    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.

    We have no bibliographic references for this item. You can help adding them by using 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 RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: the person in charge (email available below). General contact details of provider: https://edirc.repec.org/data/catokjp.html .

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

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.