多归宿
产业组织
业务
竞赛(生物学)
补贴
收入
补充资产
双边市场
寡头垄断
网络效应
互联网
附属的
经济盈余
博弈论
网关(网页)
经济
定价策略
强迫(数学)
古诺竞争
微观经济学
多样性(政治)
窥视
电子游戏
市场结构
掠夺性定价
纵向一体化
市场份额
营销
商业模式
纳什均衡
收益模型
新兴市场
市场支配力
作者
Ramnath K. Chellappa,Rajiv Mukherjee
标识
DOI:10.1287/isre.2024.1175
摘要
Emerging licensing regimes that generate revenue from game sales, along with gamers' consideration of video game purchases in their platform adoption decisions, call for a reexamination of traditional models of platform competition. We develop a novel model of competition between ecosystems, defined by platforms and their console-specific subsidiary markets for video games, to incorporate post-adoption factors into platform pricing decisions. Counterintuitively, our results show that access to additional surplus from game sales intensifies competition, forcing platforms to further subsidize the gamer side. In the absence of royalties, publishers' licensing fees remain unaffected even when the subsidiary market is considered; however, these fees increase under royalty transfers, suggesting that monetary considerations dominate in ecosystem competition. When publishers multihome, the role of the subsidiary market becomes more pronounced: gamerside subsidies deepen while platforms impose higher licensing fees. The subsidiary market also induces greater multihoming than predicted by traditional licensing models. Surprisingly, the effect of royalties on platforms becomes non-monotonic, in contrast to scenarios where all publishers singlehome. This leads to a threshold beyond which platforms may no longer prefer multihoming, diverging from conventional models where multihoming is typically advantageous. Overall, our findings highlight that platforms' strategic responses to gamers' post-adoption behavior and royalty-based licensing structures cannot be inferred through simple extensions of existing frameworks.
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