Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry

被引:7
作者
Wiegand, Nico [1 ]
Peers, Yuri [1 ]
Bleier, Alexander [2 ]
机构
[1] Vrije Univ Amsterdam, Dept Mkt, De Boelelaan 1105, NL-1081 HV Amsterdam, Netherlands
[2] Frankfurt Sch Finance & Management, Adickesallee 32-34, D-60322 Frankfurt, Germany
关键词
Software multihoming; Digital platforms; Hedonic consumption; Immersion; Entertainment marketing; 2-SIDED MARKETS; EMPIRICAL-ANALYSIS; TRADE-OFFS; PLATFORM; IMMERSION; COMPETITION; EXCLUSIVITY; MODEL; US; SUBSTITUTION;
D O I
10.1007/s11747-022-00893-4
中图分类号
F [经济];
学科分类号
02 ;
摘要
Steady software supply is a crucial driver of platform sales. While publishers benefit from releasing software across multiple platforms to tap a greater market, platform manufacturers often seek exclusive release to differentiate from competitors. Research has examined such software multihoming across competing platforms of the same technology generation (i.e., the proximal market); however, publishers increasingly multihome software to platforms in distal markets. In the video game console industry, these include previous-generation consoles, handhelds, or mobile devices. This study investigates multihoming to distal markets in the seventh and eighth game console generations. Whereas multihoming to previous-generation consoles cannibalizes focal console sales, multihoming to mobile devices exerts complementary effects. Software quality and console age moderate these relationships, with negative spillovers from multihoming to previous-generation consoles being rooted in lower-quality games and games released later in the console's lifecycle. By contrast, multihoming to mobile devices is most beneficial early on.
引用
收藏
页码:393 / 417
页数:25
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