What is it about?

This study examines the consumer-side multihoming among original and derivative digital games are developed for different platforms such as arcade game cabinets and video game consoles, both of which are popular with consumers in the Japanese market. To do this, the system dynamics model accounts for arcade game, console game, and multihoming users, and the effects of advertising and word-of-mouth is proposed.

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Why is it important?

The simulation results indicate that the multihoming user may be a preferred customer who pays more usage fees for the original content, moreover, the multihoming user may pay usage fees for the derivative content or purchase it, rather than single homing user. This study suggests various hypotheses regarding consumer-side original and derivative content-level multihoming together with options for business scenarios within the digital game industry.

Perspectives

This study proposes the insights on the diversity of a set of contents and the interfaces, and how they form the pseudo-ecosystems and create the values by the interactions.

Mr Makoto Kimura
Niigata University of International and Information Studies

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This page is a summary of: A Simulation of Consumer-side Multihoming of Original and Derivative Digital Games: Evidence from Japan, Universal Journal of Management, May 2016, Horizon Research Publishing Co., Ltd.,
DOI: 10.13189/ujm.2016.040503.
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