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Indirect Network Effects and Platform Dominance in the Video Game Industry: A Network Perspective

机译:网络视角下的视频游戏行业的间接网络效应和平台优势

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摘要

Going beyond the traditional conceptualization of indirect network effects as the number of complements available, this study analyzes how the network positions of platforms and complementors explain platform dominance. We use data from the U.S. home video game industry between 2002 and 2006 to test our model of platform dominance. While the impact of degree of links with complementors representing the number of complements is significant, our study also finds that platform dominance is positively influenced by support from a greater breadth of titles by complementors and lesser degree of overlap with other platforms. We also find that ties with high-status complementors influence platform dominance, but this impact decreases with platform age. Our results suggest benefits to refine our conceptualization of indirect network effects from a network perspective. The managerial implications are that each platform provider needs to differentiate its platform by attracting high-status developers and by providing third-party developers with toolkits that encourage them to develop exclusive titles.
机译:超越了传统的间接网络效应的概念化,即可获得的补充数量,本研究分析了平台和补充者的网络位置如何解释平台优势。我们使用2002年至2006年间美国家庭视频游戏行业的数据来测试我们的平台优势模型。虽然与代表补体数量的补体的链接程度的影响是显着的,但我们的研究还发现,平台的主导地位受到补体更大标题的支持以及与其他平台的重叠程度较小的支持而受到积极影响。我们还发现,与高状态互补因子的联系会影响平台优势,但是这种影响会随着平台年龄的增长而降低。我们的结果表明,从网络角度来看,可以改善我们对间接网络效应的概念化。在管理上的含义是,每个平台提供商都需要通过吸引高水平的开发人员并向第三方开发人员提供鼓励他们开发专有标题的工具包来区分其平台。

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