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Digital distribution and the prohibition of resale markets for information goods

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  • Benjamin Shiller

Abstract

An existing theoretical literature finds that frictionless resale markets cannot reduce profits of monopolist producers of perfectly durable goods. This paper starts by presenting logical arguments suggesting this finding does not hold for goods consumers tire of with use, implying the impact of resale is an empirical question. The empirical impact is then estimated in the market for video games, one of many markets in which producers may soon legally prevent resale by distributing their products digitally as downloads or streamed rentals. Estimation proceeds in two steps. First, demand parameters are estimated using a dynamic discrete choice model in a market with allowed resale, using data on new sales and used trade-ins. Then, using these parameter estimates, prices, profits, and consumer welfare are simulated under counterfactual environments. When resale is allowed, firms are unable to prevent their goods from selling for low prices in later periods. The ability to do so by restricting resale outright yields significant profit increases. Renting, however, does not raise profits as much due to a revenue extraction problem. Copyright Springer Science+Business Media New York 2013

Suggested Citation

  • Benjamin Shiller, 2013. "Digital distribution and the prohibition of resale markets for information goods," Quantitative Marketing and Economics (QME), Springer, vol. 11(4), pages 403-435, December.
  • Handle: RePEc:kap:qmktec:v:11:y:2013:i:4:p:403-435
    DOI: 10.1007/s11129-013-9139-x
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    Cited by:

    1. Yifan Dou & Yu Jeffrey Hu & D. J. Wu, 2017. "Selling or Leasing? Pricing Information Goods with Depreciation of Consumer Valuation," Information Systems Research, INFORMS, vol. 28(3), pages 585-602, September.
    2. Xue, Yu & Caliskan-Demirag, Ozgun & Chen, Youhua (Frank) & Yu, Yugang, 2018. "Supporting customers to sell used goods: Profitability and environmental implications," International Journal of Production Economics, Elsevier, vol. 206(C), pages 220-232.
    3. Masakazu Ishihara & Andrew T. Ching, 2019. "Dynamic Demand for New and Used Durable Goods Without Physical Depreciation: The Case of Japanese Video Games," Marketing Science, INFORMS, vol. 38(3), pages 392-416, May.
    4. Michael Lewis & Yanwen Wang & Chunhua Wu, 2019. "Season Ticket Buyer Value and Secondary Market Options," Marketing Science, INFORMS, vol. 38(6), pages 973-993, November.
    5. Avery Haviv & Yufeng Huang & Nan Li, 2020. "Intertemporal Demand Spillover Effects on Video Game Platforms," Management Science, INFORMS, vol. 66(10), pages 4788-4807, October.
    6. Babur De los Santos & Daniel P. O'Brien & Matthijs R. Wildenbeest, 2018. "Agency Pricing and Bargaining: Evidence from the E-Book Market," Working Papers 18-14, NET Institute.
    7. Antino Kim & Rajib L. Saha & Warut Khern-am-nuai, 2021. "Manufacturer’s “1-Up” from Used Games: Insights from the Secondhand Market for Video Games," Information Systems Research, INFORMS, vol. 32(4), pages 1173-1191, December.
    8. Xiaojie Sun, 2023. "Strategy analysis for a digital content platform considering perishability," Annals of Operations Research, Springer, vol. 320(1), pages 415-439, January.
    9. Övünç Yılmaz & Rob F. Easley & Mark E. Ferguson, 2023. "The future of sports ticketing: Technologies, data, and new strategies," Journal of Revenue and Pricing Management, Palgrave Macmillan, vol. 22(3), pages 219-230, June.

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    More about this item

    Keywords

    Resale; Secondary market; Digital; Downloads; Renting; Streaming; M30; L00; K19;
    All these keywords.

    JEL classification:

    • M30 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - General
    • L00 - Industrial Organization - - General - - - General
    • K19 - Law and Economics - - Basic Areas of Law - - - Other

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