Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002
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- Matthew T. Clements & Hiroshi Ohashi, 2005. "Indirect Network Effects And The Product Cycle: Video Games In The U.S., 1994–2002," Journal of Industrial Economics, Wiley Blackwell, vol. 53(4), pages 515-542, December.
- Matthew T. Clements & Hiroshi Ohashi, 2004. "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002," CIRJE F-Series CIRJE-F-261, CIRJE, Faculty of Economics, University of Tokyo.
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More about this item
Keywords
indirect network effects; penetration pricing; software variety;All these keywords.
JEL classification:
- C23 - Mathematical and Quantitative Methods - - Single Equation Models; Single Variables - - - Models with Panel Data; Spatio-temporal Models
- L68 - Industrial Organization - - Industry Studies: Manufacturing - - - Appliances; Furniture; Other Consumer Durables
- M21 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - Business Economics
NEP fields
This paper has been announced in the following NEP Reports:- NEP-COM-2006-08-26 (Industrial Competition)
- NEP-ICT-2006-08-26 (Information and Communication Technologies)
- NEP-INO-2006-08-26 (Innovation)
- NEP-NET-2006-08-26 (Network Economics)
- NEP-TID-2006-08-26 (Technology and Industrial Dynamics)
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