2009
DOI: 10.1002/jae.1056
|View full text |Cite
|
Sign up to set email alerts
|

Measuring marketing‐mix effects in the 32/64 bit video‐game console market

Abstract: SUMMARYWe investigate the short-and long-run effects of prices and software availability on the category-level diffusion of 32/64-bit video-game consoles in the USA. We adopt an estimation framework that allows for a flexible intrinsic growth pattern for the hardware consoles, and uses instrumental variables to control for the potential endogeneity of prices. We find significant long-term effects of prices and software availability on sales. We find that using a non-parametric hazard specification is important… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

2
5
0
1

Year Published

2011
2011
2017
2017

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 13 publications
(8 citation statements)
references
References 41 publications
2
5
0
1
Order By: Relevance
“…A one-time 1% increase in current DVD player prices has a much larger effect on the other hand, decreasing current month's sales on average by 5.8%. This larger effect from a temporary price change is consistent with findings from other industries (Erdem et al 2003and Chintagunta et al 2007, Gowrisankaran and Rysman 2009. Also interestingly, these one-time price elasticites decline over time as prices decline and the potential market for first-time product adoption shrinks.…”
Section: Regionalsupporting
confidence: 87%
See 2 more Smart Citations
“…A one-time 1% increase in current DVD player prices has a much larger effect on the other hand, decreasing current month's sales on average by 5.8%. This larger effect from a temporary price change is consistent with findings from other industries (Erdem et al 2003and Chintagunta et al 2007, Gowrisankaran and Rysman 2009. Also interestingly, these one-time price elasticites decline over time as prices decline and the potential market for first-time product adoption shrinks.…”
Section: Regionalsupporting
confidence: 87%
“…The average monthly one-time price elasticities are −7.56 and −7.33 for the first and second quarters of 2000 respectively, while they are as low as −4.29 and −4.06 for the first and second quarters of 2001. Chintagunta et al (2007) find a very similar pattern for the videogame console market. They estimate an average price elasticity of −3.68 across 89 months, while earlier periods exhibit significantly higher elasticities such as −9.3 (month 1-5), −6.5 (months 6-11), −5.06 (month 12-17), −4.4 (month 18-23) with elasticities as low as −1.7 for the latest periods (month 84-89).…”
Section: Regionalsupporting
confidence: 73%
See 1 more Smart Citation
“…First, empirical research on system markets has focused on detecting the indirect network effects of various entertainment products, including DVDs (Inceoglu & Park, 2011), computer hardware and software (Frels, Shervani, & Srivastava, 2003), CDs (Basu, Mazumdar, & Raj, 2003), VCRs (Park, 2004), and home video games (Chintagunta, Nair, & Sukumar, 2009). To date, direct network effects have been rarely considered (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Zusätzlich zeigen Shankar u. Bayus (2003), dass Asymmetrien in der Wirkung der Netzgröße auf die Marketingelastizitäten zugunsten von Nintendo gegenüber Sega vorliegen, die sie als Netzstärke interpretieren. Chintagunta et al (2007) und Clements u. Ohashi (2005 untersuchen anhand des Marktes von Spielkonsolen der dritten Generation und den drei Herstellern Nintendo, Sega und Sony, welche Auswirkungen Preis und Angebot an Komplementärprodukten in Abhängigkeit vom Produktlebenszyklus haben. Beide haben eine signifikant positive Wirkung.…”
Section: Spielkonsolen Der Zweiten Generationunclassified