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