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What Makes a Blockbuster Video Game? An Empirical Analysis of US Sales Data

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  • Joe Cox

Abstract

This study uses a unique data set of individual video game titles to estimate the effect of an exhaustive set of observable characteristics on the likelihood of a video game becoming a blockbuster title. Due to the long‐tailed distribution of the sales data, both ordinary least squares and logistic regression models are estimated. The results consistently show that blockbuster video games are more likely to be released by one of the major publishers for popular hardware platforms. Results also show that games of higher quality are significantly more likely to sell a greater number of units than those of a lower quality. Copyright © 2013 John Wiley & Sons, Ltd.

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  • Joe Cox, 2014. "What Makes a Blockbuster Video Game? An Empirical Analysis of US Sales Data," Managerial and Decision Economics, John Wiley & Sons, Ltd., vol. 35(3), pages 189-198, April.
  • Handle: RePEc:wly:mgtdec:v:35:y:2014:i:3:p:189-198
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    Cited by:

    1. Daniel Kaimann & Joe Cox, 2021. "A Comparative Analysis of Consumption: Evidence from a Cultural Goods Market," Sustainability, MDPI, vol. 13(23), pages 1-21, November.
    2. Richard T. Gretz & Ashwin Malshe & Carlos Bauer & Suman Basuroy, 2019. "The impact of superstar and non-superstar software on hardware sales: the moderating role of hardware lifecycle," Journal of the Academy of Marketing Science, Springer, vol. 47(3), pages 394-416, May.
    3. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
    4. E. Mitchell Church, 2024. "The one to watch: Heuristic Determinants of Viewership among Influential Twitch Streamers," Electronic Commerce Research, Springer, vol. 24(3), pages 1795-1820, September.
    5. Marchand, André, 2016. "The power of an installed base to combat lifecycle decline: The case of video games," International Journal of Research in Marketing, Elsevier, vol. 33(1), pages 140-154.
    6. Peters, Frank, 2018. "The business of video games is a multi-player game : Essays on governance choices and performance in a two-sided market in the cultural industries," Other publications TiSEM 886b3148-4bbb-4ea4-b666-0, Tilburg University, School of Economics and Management.
    7. Jordi McKenzie & Vladimir Smirnov, 2018. "Blockbusters and market expansion: evidence from the motion picture industry," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(2), pages 341-352, May.
    8. Yi, Jisu & Lee, Youseok & Kim, Sang-Hoon, 2019. "Determinants of growth and decline in mobile game diffusion," Journal of Business Research, Elsevier, vol. 99(C), pages 363-372.
    9. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
    10. Joost Rietveld & Joe N. Ploog, 2022. "On top of the game? The double‐edged sword of incorporating social features into freemium products," Strategic Management Journal, Wiley Blackwell, vol. 43(6), pages 1182-1207, June.

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