Vertical Integration and Exclusivity in Platform and Two-Sided Markets.
This paper measures the impact of vertically integrated and exclusive software on industry structure and welfare in the sixth-generation of the US video game industry (2000-2005). I specify and estimate a dynamic model of both consumer demand for hardware and software products, and software demand f...
| Publicado en: | American Economic Review Vol. 103; no. 7; pp. 2960 - 3001 |
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| Autor principal: | |
| Formato: | Artículo |
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American Economic Association
Dec2013
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=92707781&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 92707781 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00028282 AER jtl: American Economic Review issn: 00028282 maglogo: N pubinfo: dt: Dec2013 vid: 103 iid: 7 pid: 22 pub: American Economic Association artinfo: ui: 92707781 10.1257/aer.103.7.2960 ppf: 2960 ppct: 41 formats: tig: atl: Vertical Integration and Exclusivity in Platform and Two-Sided Markets. aug: au: Lee, Robin S affil: a1 su: NPD Group Inc. Consumption (Economics) Consumer preferences Video game industry Computer software Sales Software compatibility Computer input-output equipment sug: subj: Consumption (Economics) Consumer preferences NPD Group Inc. Computer and peripheral equipment manufacturing Computer Terminal and Other Computer Peripheral Equipment Manufacturing Software publishers (except video game publishers) Computer and software stores Computer and Computer Peripheral Equipment and Software Merchant Wholesalers Computer, computer peripheral and pre-packaged software merchant wholesalers Video game publishers Video game design and development services Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Video game industry Computer software Sales Software compatibility Computer input-output equipment ab: This paper measures the impact of vertically integrated and exclusive software on industry structure and welfare in the sixth-generation of the US video game industry (2000-2005). I specify and estimate a dynamic model of both consumer demand for hardware and software products, and software demand for hardware platforms. I use estimates to simulate market outcomes had platforms been unable to own or contract exclusively with software. Driven by increased software compatibility, hardware and software sales would have increased by 7 percent and 58 percent and consumer welfare by $1.5 billion. Gains would be realized only by the incumbent, suggesting exclusivity favored the entrant platforms. (JEL D12, L13, L22, L63, L86) pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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