Abstract
Video games have become a major contributor to the USA and global economy. This paper studies network externalities in the online video game industry. Even though network externalities are recognized as a major driver of new product diffusion, testing the existence and the impact of network externalities at the individual level has been a challenge. By employing online product ratings in the estimation, we find that for online video games: (1) a larger installed base generates higher product ratings by individuals; (2) network externalities exhibit nonlinear dynamics over product life cycle—nonsignificant initially, highly significant next, and less significant in the later period; and (3) network externalities differ across consumer segments: the impact of the installed base is stronger on less-experienced consumers than on more-experienced ones. Our results suggest that network externalities should be treated as a dynamic rather than a time-invariant phenomenon and heterogeneous rather than homogeneous across consumers.
Original language | English (US) |
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Pages (from-to) | 679-690 |
Number of pages | 12 |
Journal | Marketing Letters |
Volume | 26 |
Issue number | 4 |
DOIs | |
State | Published - Dec 1 2015 |
Keywords
- Massively multiplayer online role-playing games
- Network effects
- Network externalities
- Online product ratings
- User reviews
- Video games
ASJC Scopus subject areas
- Business and International Management
- Economics and Econometrics
- Marketing