case studies and system dynamice simulations of the superstars of video game market in Japan
What is it about?
The purpose of this paper is to examine the respective effects of advertising, word of mouth (operationalized as “tweets” on Twitter), and serialization on sales of console game series in Japan. To do this, the author classified console game series into four categories on the basis of their sales, identified a singular case that corresponds to each category, and presented a performance calculation model that approximates variation in sales for the first and second titles of each series.
Why is it important?
The research subject, video game console series in the Japanese market, represents a new area of research. Through the simulation, the finding that the WOM effect is weak in second title releases has academic worth and can be used for forecasting purposes.
The following have contributed to this page: Mr Makoto Kimura
In partnership with: