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Are Indirect Network Externalities Warm or Chill? A Case of the U.S. Video Game Market

机译:是间接网络外部性的温暖还是冷静? 美国视频游戏市场的案例

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There have been two opposing thoughts on the characteristics of network externalities: the first is the traditional thought in which the network externalities generate a warm bandwagon effect to expedite the market adoption process; the other believes that network externalities are more likely tend to chill and slow down the adoption process. The rationale is, people often hold a wait-and-see attitude when encountered with a new network product and accept it only when sufficient number of others have adopted. Dramatically different from the traditional school of thoughts, the second theory demonstrated by Goldenberg, Libai, and Muller (2010) has provoked great debate among economic and marketing scholars. In this study, we intend to empirically examine the network externalities in a diffusion model framework and pursue the following research questions: (1) Are network externalities in the video game market more likely to accelerate or slow down the hardware adoption process? Are there any temporal changes in such nature and possible reasons? (2) How to better delineate network effects from the word-of-mouth effect in a Bass Model framework?
机译:有两个对网络外部特征的反对思想:第一个是传统思想,其中网络外部性产生温暖的潮流效果,以加快市场采用过程;另一方认为网络外部性更可能趋于冷却并减慢采用过程。理由是,人们常常在遇到新的网络产品时持有等待和看态度,只有在足够数量的其他人采用时接受它。与传统的思想学院有显着不同,金德尔格,利比亚和穆勒(2010年)所证明的第二种理论引发了经济和营销学者的巨大辩论。在这项研究中,我们打算经验审查扩散模型框架中的网络外部性并追求以下研究问题:(1)是视频游戏市场的网络外部性更有可能加速或放慢硬件采用过程吗?这种性质是否存在任何时间的变化和可能的原因? (2)如何在低音模型框架中更好地描绘网络效果效果?

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