Abstract
This study aims to uncover role of network effects, namely the social influence and network externalities, on purchasing of digital goods. We are particularly interested in the differences in network effects in long tail versus the head of the market. We used a novel dataset from an online game distribution platform covering 1975 games and 8000 users in this study. The results reveal that network effects are more pronounced for the tail of the market in comparison to the head of the market. For the games that are in the head of the market the purchasing may be more significantly influenced by factors unobserved in this study (such as advertising budget) yet the games in the tail benefited greatly from any change to the network effects. The games that relied on user-to-user engagement did not fare well in the tail of the market.
Originalsprog | Engelsk |
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Tidsskrift | Information Systems Frontiers |
Vol/bind | 22 |
Udgave nummer | 4 |
Sider (fra-til) | 803-814 |
Antal sider | 12 |
ISSN | 1387-3326 |
DOI | |
Status | Udgivet - aug. 2020 |
Udgivet eksternt | Ja |
Bibliografisk note
Published online: 14. November 2018Emneord
- Online games
- Network effects
- Network externalities
- Social influence
- Digital economy