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Vertical integration and two -sided market pricing: Evidence from the video game industry.

机译:纵向整合和双向市场定价:来自视频游戏行业的证据。

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摘要

The focus of this dissertation is twofold. The first objective is to construct an empirical demand model for video game consoles which captures the complementary nature between hardware and software while accounting for software heterogeneity and competition. The second objective is to determine the effects of vertical integration on video game console price competition as well as consumer welfare and firm profits.;These objectives are answered with data from the 128 bit video game industry which consists of Nintendo Gamecube, Sony Playstation 2 and Microsoft Xbox. A new methodology is formed to estimate the demand for video game consoles. In order to understand how vertical integration impacts console price competition, my analysis extends the empirical industrial organization literature by constructing a new methodology which allows consumer demand for video game consoles to depend upon the set of available video games rather than only the number of games. The estimation technique differs from prior research by incorporating video game heterogeneity and software competition into the indirect network effect.;With the implementation of a model which is more flexible than prior models, I determine vertical integration in the video game industry increases price competition as well as consumer welfare and console manufacturer profits. There are two important trade-offs to vertical integration. The first is a demand effect which further differentiates consoles and forces prices higher. The second, a market structure effect, drives prices lower. Since price competition increases, the demand effect is thus dominated by the market structure effect which results in higher consumer welfare. Moreover, the increase in price competition also benefits console manufacturers. Lower prices generate greater demand for consoles which leads to a rise in the number of video games sold, where the "real" profits are made. I find that console makers are thus willing to set lower console prices in order to increase sales of their own developed video games. Under a more restrictive model, however, prices rise leading to the conclusion which is counter to what an industry insider would suspect. I determine that it is important to properly model the console manufacturers' profit functions and model the demand for video games well since console demand is derived from video game demand. Without doing so, incorrect policy conclusions are made.
机译:本文的重点是双重的。第一个目标是为视频游戏机构建一个经验需求模型,该模型在考虑软件异质性和竞争的同时,捕获了硬件和软件之间的互补性。第二个目标是确定垂直整合对视频游戏机价格竞争以及消费者福利和公司利润的影响;这些目标可通过来自Nintendo Gamecube,Sony Playstation 2和Microsoft Xbox。形成了一种新的方法来估计对视频游戏机的需求。为了了解垂直整合如何影响游戏机价格竞争,我的分析通过构建一种新方法来扩展了经验性的行业组织文献,该方法使消费者对视频游戏机的需求不仅取决于可用的视频游戏集,还取决于游戏集。估算技术与先前的研究不同,它将视频游戏的异构性和软件竞争纳入了间接网络效应。通过实施比以前的模型更灵活的模型,我确定视频游戏行业的纵向整合也会加剧价格竞争作为消费者的福利和游戏机制造商的利润。垂直整合有两个重要的权衡。首先是需求效应,它进一步使游戏机与众不同并迫使价格更高。第二,市场结构效应推动价格下跌。由于价格竞争加剧,因此需求效应受市场结构效应支配,从而导致更高的消费者福利。此外,价格竞争的加剧也使游戏机制造商受益。较低的价格产生了对游戏机的更大需求,这导致了出售“真正”利润的视频游戏数量的增加。我发现游戏机制造商因此愿意降低游戏机价格,以增加自己开发的视频游戏的销量。然而,在限制性更强的模型下,价格上涨导致得出结论,这与行业内部人士的怀疑相反。我认为,适当地对游戏机制造商的利润函数进行建模并很好地对视​​频游戏的需求进行建模非常重要,因为游戏机的需求源自视频游戏的需求。如果不这样做,就会得出错误的政策结论。

著录项

  • 作者

    Derdenger, Timothy P.;

  • 作者单位

    University of Southern California.;

  • 授予单位 University of Southern California.;
  • 学科 Economics.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 103 p.
  • 总页数 103
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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