2016
DOI: 10.1016/j.ijresmar.2015.05.011
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Platform adoption in system markets: The roles of preference heterogeneity and consumer expectations

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Cited by 27 publications
(15 citation statements)
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References 130 publications
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“…Additionally, these players are far likelier to not upgrade their console in the rst place. This is consistent with the hypothesis that Segment 2 comprises the casual players described in Steiner et al (2016). Compared to the PlayStation switching policy, the console upgrade policy appears to have a much more muted individual eect.…”
Section: Console Switchingsupporting
confidence: 85%
See 1 more Smart Citation
“…Additionally, these players are far likelier to not upgrade their console in the rst place. This is consistent with the hypothesis that Segment 2 comprises the casual players described in Steiner et al (2016). Compared to the PlayStation switching policy, the console upgrade policy appears to have a much more muted individual eect.…”
Section: Console Switchingsupporting
confidence: 85%
“…There are several possible sources of this PlayStation eect. One potential explanation is that due to intrinsic platform dierences, more hardcore gamers self-select into PlayStation ownership.For example, Gilbert (2018) notes that while hardware and prices are similar between the PlayStation 4 and Xbox One, the PlayStation boasts a greater selection of console-exclusive titles Steiner et al (2016). catalog motivational dierences between hardcore and casual gamers.…”
mentioning
confidence: 99%
“…Previous studies devoted to exploring the influencing factors involved in the purchase intention and WTP for carbon-labeled products are mainly empirical and mainly used research methods of the face-to-face interview and online or offline questionnaire [ 46 , 47 ]. Echeverría et al [ 14 ] designed an open questionnaire to investigate Chilean consumers’ WTP for carbon-labeled products.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Also, there was no single dominant existing theory used among the papers that specified one. The Industrial Marketing & Purchasing (IMP) theoretical framework was the most used, although with only five papers in total (Corts and Lederman 2009;Dubé et al 2010;Mai et al 2011;Steiner et al 2016;and Song et al 2017). Other theories that were used more than once are signalling theory (Cox and Kaimann 2015; Li and Yi 2017), product lifecycle theory (Healey and Moe 2016;Marchand 2016) and cannibalisation theory (Wenqi and Altinkemer 2008; Li and Yi 2017).…”
Section: Dimension 5: Theoretical Characteristicsmentioning
confidence: 99%
“…McQuilken et al (2015) discuss ways to positively influence consumers' product evaluations through bundling of hardware and software as well as time-limited promotions. Papers in this area also focus on product 'tying' activities, such as distributing videogames that can only be used on certain compatible hardware (Steiner et al 2016) and the effects of breadth and depth of software variety on consumer hardware (Sun et al 2016). Derdenger (2014) elaborates on the concept of 'tying' and the intensity of price competition which occurs when a console hardware manufacturer produces software that is incompatible with rival hardware.…”
Section: Enabling New Corporate Business Modelsmentioning
confidence: 99%