IDEAS home Printed from https://ideas.repec.org/r/red/sed014/782.html

Dynamic Demand for New and Used Durable Goods without Physical Depreciation: The Case of Japanese Video Games

Citations

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


Cited by:

  1. Guofang Huang & Hong Luo & Jing Xia, 2019. "Invest in Information or Wing It? A Model of Dynamic Pricing with Seller Learning," Management Science, INFORMS, vol. 65(12), pages 5556-5583, December.
  2. Welden, Roman & Hewett, Kelly & Yoo, Kiwoong & Haenlein, Michael & Smith, Keith Marion & Pauwels, Koen & Kannan, P.K. & Hulland, John, 2025. "Leveling up retail: How retailers and brands thrive in the video game ecosystem," Journal of Retailing, Elsevier, vol. 101(4), pages 583-600.
  3. Zhangwei Feng & Na Luo & Sihong Wu & Zheng Joseph Yan, 2025. "Trade-in marketing strategies in gaming industry: The effect of digital transformation," Electronic Markets, Springer;IIM University of St. Gallen, vol. 35(1), pages 1-17, December.
  4. Andrew T. Ching & Matthew Osborne, 2020. "Identification and Estimation of Forward-Looking Behavior: The Case of Consumer Stockpiling," Marketing Science, INFORMS, vol. 39(4), pages 707-726, July.
  5. Jialie Chen & Vithala R. Rao, 2020. "A Dynamic Model of Rational Addiction with Stockpiling and Learning: An Empirical Examination of E-cigarettes," Management Science, INFORMS, vol. 66(12), pages 5886-5905, December.
  6. Benjamin Reed Shiller, 2013. "Digital distribution and the prohibition of resale markets for information goods," Quantitative Marketing and Economics (QME), Springer, vol. 11(4), pages 403-435, December.
  7. Paulo Albuquerque & Yulia Nevskaya, 2022. "The Impact of New Content and User Community Membership on Usage of Online Games," Customer Needs and Solutions, Springer;Institute for Sustainable Innovation and Growth (iSIG), vol. 9(1), pages 1-24, June.
  8. Avery Haviv & Yufeng Huang & Nan Li, 2020. "Intertemporal Demand Spillover Effects on Video Game Platforms," Management Science, INFORMS, vol. 66(10), pages 4788-4807, October.
  9. Takeshi Fukasawa, 2025. "When do firms sell high durability products? The case of light bulb industry," Papers 2503.23792, arXiv.org, revised May 2025.
  10. Rubing Li & Arun Sundararajan, 2024. "The Rise of Recommerce: Ownership and Sustainability with Overlapping Generations," Papers 2405.09023, arXiv.org.
  11. Gøril L. Andreassen & Jo Thori Lind, 2024. "Correction to: Climate, Technology and Value: Insights from the First Decade with Mass-Consumption of Electric Vehicles," Environmental & Resource Economics, Springer;European Association of Environmental and Resource Economists, vol. 87(7), pages 1845-1846, July.
  12. Peng, Leiqing & Luo, Mengting & Guo, Yulang, 2023. "Deposit AI as the “invisible hand†to make the resale easier: A moderated mediation model," Journal of Retailing and Consumer Services, Elsevier, vol. 75(C).
  13. Dai Yao & Chuang Tang & Junhong Chu, 2023. "A Dynamic Model of Owner Acceptance in Peer-to-Peer Sharing Markets," Marketing Science, INFORMS, vol. 42(1), pages 166-188, January.
  14. Yi Zhao & Sha Yang & Matthew Shum & Shantanu Dutta, 2022. "A Dynamic Model of Player Level-Progression Decisions in Online Gaming," Management Science, INFORMS, vol. 68(11), pages 8062-8082, November.
  15. Dipankar Das & Dheeraj Chandra, 2025. "Costly matching problem and revenue-maximizing strategy in the platform economy," Journal of Revenue and Pricing Management, Palgrave Macmillan, vol. 24(5), pages 454-470, October.
  16. Liu, Yue & Xin, Baogui & Xie, Lei, 2025. "Strategic NFT adoption to combat digital piracy," Technovation, Elsevier, vol. 141(C).
  17. Cao, Jian & Wu, Sisi & Kumar, Sanjay, 2023. "Recovering and remanufacturing to fulfill EPR regulation in the presence of secondary market," International Journal of Production Economics, Elsevier, vol. 263(C).
  18. Shinichi Yamaguchi, 2021. "The effect of online C2C markets on new-product-purchasing behavior: an empirical analysis of Japanese selling apps," SN Business & Economics, Springer, vol. 1(1), pages 1-21, January.
  19. Zhou, Yiyi, 2012. "Failure to Launch in Two-Sided Markets: A Study of the U.S. Video Game Market," MPRA Paper 42002, University Library of Munich, Germany.
  20. Doug J. Chung & Byungyeon Kim & Byoung G. Park, 2021. "The Comprehensive Effects of Sales Force Management: A Dynamic Structural Analysis of Selection, Compensation, and Training," Management Science, INFORMS, vol. 67(11), pages 7046-7074, November.
  21. Michael Lewis & Yanwen Wang & Chunhua Wu, 2019. "Season Ticket Buyer Value and Secondary Market Options," Marketing Science, INFORMS, vol. 38(6), pages 973-993, November.
  22. Qiao, Lingyu & Tang, Wansheng & Hao, Guangwei & Xia, Yi & Zhang, Jianxiong, 2025. "When and how to introduce live streaming for video game? Consumers’ trade-off between buying and watching," Omega, Elsevier, vol. 135(C).
  23. Sisi Wu & Jian Cao & Qin Shao, 2025. "How to select remanufacturing mode: end-of-life or used product?," Environment, Development and Sustainability: A Multidisciplinary Approach to the Theory and Practice of Sustainable Development, Springer, vol. 27(6), pages 14175-14195, June.
  24. Antino Kim & Rajib L. Saha & Warut Khern-am-nuai, 2021. "Manufacturer’s “1-Up” from Used Games: Insights from the Secondhand Market for Video Games," Information Systems Research, INFORMS, vol. 32(4), pages 1173-1191, December.
  25. Piñeiro-Chousa, Juan & López-Cabarcos, M. Ángeles & Pérez-Pico, Ada M. & Caby, Jérôme, 2023. "The influence of Twitch and sustainability on the stock returns of video game companies: Before and after COVID-19," Journal of Business Research, Elsevier, vol. 157(C).
  26. Jialie Chen, 2023. "Learning and skill set formation: A structural examination of version upgrades, user visibility, and AI strategies," Production and Operations Management, Production and Operations Management Society, vol. 32(12), pages 3856-3872, December.
IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.