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Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002
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- Bartelsman, Eric & Dobbelaere, Sabien & Peters, Bettina, 2013.
"Allocation of Human Capital and Innovation at the Frontier: Firm-Level Evidence on Germany and the Netherlands,"
IZA Discussion Papers
7540, Institute of Labor Economics (IZA).
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- Bartelsmann, Eric & Dobbelaere, Sabien & Peters, Bettina, 2014. "Allocation of human capital and innovation at the frontier: Firm-level evidence on Germany and the Netherlands," ZEW Discussion Papers 14-064, ZEW - Leibniz Centre for European Economic Research.
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"Assessing the economic effects of server launches in free-to-play MMO games,"
Journal of Business Economics, Springer, vol. 87(4), pages 421-464, May.
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- Bruno Jullien & Alessandro Pavan & Marc Rysman, 2021.
"Two-sided markets, pricing, and network effects,"
Post-Print
hal-03828345, HAL.
- Bruno Jullien & Alessandro Pavan & Marc Rysman, 2022. "Two-sided Markets, Pricing, and Network Effects," Working Papers hal-03629451, HAL.
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"Software exclusivity and the scope of indirect network effects in the U.S. home video game market,"
International Journal of Industrial Organization, Elsevier, vol. 27(2), pages 121-136, March.
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- Laussel, Didier & Van Long, Ngo & Resende, Joana, 2015.
"Network effects, aftermarkets and the Coase conjecture: A dynamic Markovian approach,"
International Journal of Industrial Organization, Elsevier, vol. 41(C), pages 84-96.
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- Didier Laussel & Ngo van Long & Joana Resende, 2015. "Network effects, aftermarkets and the Coase conjecture: A dynamic Markovian approach," Post-Print hal-01457339, HAL.
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"Exclusionary pricing in two-sided markets,"
International Journal of Industrial Organization, Elsevier, vol. 73(C).
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"Market leadership through technology – Backward compatibility in the U.S. Handheld Video Game Industry,"
Discussion Papers in Business Administration
12716, University of Munich, Munich School of Management.
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- Luca Aguzzoni & Elena Argentesi & Paolo Buccirossi & Lorenzo Ciari & Tomaso Duso & Massimo Tognoni & Cristiana Vitale, 2013.
"They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market,"
Discussion Papers of DIW Berlin
1330, DIW Berlin, German Institute for Economic Research.
- Aguzzoni, Luca & Argentesi, Elena & Buccirossi, Paolo & Ciari, Lorenzo & Duso, Tomaso & Tognoni, Massimo & Vitale, Cristiana, 2013. "They played the merger game: A retrospective analysis in the UK videogames market," DICE Discussion Papers 113, Heinrich Heine University Düsseldorf, Düsseldorf Institute for Competition Economics (DICE).
- L. Aguzzoni & E. Argentesi & P. Buccirossi & L. Ciari & T. Duso & M. Tognoni & C. Vitale, 2013. "They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market," Working Papers wp908, Dipartimento Scienze Economiche, Universita' di Bologna.
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"The strength of direct ties: Evidence from the electronic game industry,"
International Journal of Industrial Organization, Elsevier, vol. 30(2), pages 223-230.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2010. "The Strength of Direct Ties: Evidence from the Electronic Game Industry," Discussion Papers in Business Administration 12298, University of Munich, Munich School of Management.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2010. "The Strength of Direct Ties: Evidence from the Electronic Game Industry," Discussion Papers in Business Administration 11745, University of Munich, Munich School of Management.
- Claussen, Jörg & Falck, Oliver & Grohsjean, Thorsten, 2012. "The strength of direct ties: Evidence from the electronic game industry," Munich Reprints in Economics 20067, University of Munich, Department of Economics.
- Edward G. Anderson & Geoffrey G. Parker & Burcu Tan, 2014. "Platform Performance Investment in the Presence of Network Externalities," Information Systems Research, INFORMS, vol. 25(1), pages 152-172, March.
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- Ricard Gil & Frederic Warzynski, 2015.
"Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry,"
The Journal of Law, Economics, and Organization, Oxford University Press, vol. 31(suppl_1), pages 143-168.
- Gil, Ricard & Warzynski, Frederic, 2009. "Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry," Working Papers 09-19, University of Aarhus, Aarhus School of Business, Department of Economics.
- Gil, Ricard & Warzynski, Frédéric, 2009. "Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry," MPRA Paper 21049, University Library of Munich, Germany, revised Dec 2009.
- Ricard Gil & Frédèric Warzynski, 2010. "Vertical Integration, Exclusivity and Game Sales Performance in the US Video Game Industry," Working Papers 10-06, NET Institute, revised Sep 2010.
- Gretz, Richard T. & Basuroy, Suman, 2013. "Why Quality May Not Always Win: The Impact of Product Generation Life Cycles on Quality and Network Effects in High-tech Markets," Journal of Retailing, Elsevier, vol. 89(3), pages 281-300.
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"Strategic timing of entry: evidence from video games,"
Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(1), pages 1-22, February.
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"Industrial Organization,"
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"Applications Barrier To Entry And Exclusive Vertical Contracts In Platform Markets,"
Economic Inquiry, Western Economic Association International, vol. 50(2), pages 435-452, April.
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- Joe Cox, 2011. "The Economics of the Video-gaming Leisure Market," Chapters, in: Samuel Cameron (ed.), Handbook on the Economics of Leisure, chapter 19, Edward Elgar Publishing.
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"Video games playing: A substitute for cultural consumptions?,"
Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
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Discussion Papers on Economics
5/2017, University of Southern Denmark, Department of Economics.
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