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This article provides an applied investigation of video game users. We estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that video games playing is not negatively associated with the involvement in other cultural practices....
Persistent link: https://www.econbiz.de/10010842943
This article provides an applied investigation of video game users. We estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that video games playing is not negatively associated with the involvement in other cultural practices....
Persistent link: https://www.econbiz.de/10011164294
Internet technology, as well as development of mobile phone was fast adopted by people for recreational, economical and business reasons. The Internet technology development and the new communication systems made marketers to orientate their promotional campaigns and efforts towards new ways of...
Persistent link: https://www.econbiz.de/10011094126
Digitalization of distribution has led to the creation of a broad range of digital business models in the video game industry among them freemium, subscription, advertisement, free-to-play. What are the borders of each model and on what economic grounds can we compare them? This paper proposes...
Persistent link: https://www.econbiz.de/10011096692
The video games industry has been subject to a number of significant transitions in its short history. The current transition, however, has the potention to restructure more fundamentally the technological, competitive and market dynamics with a growing share of revenues attributed to...
Persistent link: https://www.econbiz.de/10011096693
Based on an exhaustive and integrated business model framework, this article examines the critical differences between the two main business model paradigms – the one inherited from PC/console games and the one promoted by mobile and online games – in regard to the five main business model...
Persistent link: https://www.econbiz.de/10011096694
The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market...
Persistent link: https://www.econbiz.de/10011096695
Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals'...
Persistent link: https://www.econbiz.de/10011139791
The introduction of a new product generation forces incumbents in network industries to rebuild their installed base to maintain an advantage over potential entrants. We study if backward compatibility moderates this process of rebuilding an installed base. Using a structural model of the U.S....
Persistent link: https://www.econbiz.de/10009649749
Experience goods are characterized by information asymmetry and a lack of ex ante knowledge of product quality, such that credible and reliable external signals of product quality are likely to be highly valued. Due to their independence and expert reputations, professional critics therefore...
Persistent link: https://www.econbiz.de/10010902055