2011
DOI: 10.1509/jm.09.0119
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Multihoming in Two-Sided Markets: An Empirical Inquiry in the Video Game Console Industry

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Cited by 34 publications
(76 citation statements)
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References 30 publications
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“…Platform firms, on the other hand, are motivated to grant platform access to a range of external actors in order to initiate network effects (Boudreau, 2010), sometimes to the extent that even the installed base is not firm-specific. The same user or complementor can voluntarily affiliate with multiple platforms, i.e., engage in multihoming, to take advantage of the incentives offered by rival platforms and guard against ex post platform expropriation (Cennamo, Ozalp, & Kretschmer, 2018;Landsman & Stremersch, 2011). Many app developers create the same apps for both iOS and Android, and many drivers offer their services via Uber as well as Lyft.…”
Section: Internalization Theory and Digital Commercementioning
confidence: 99%
“…Platform firms, on the other hand, are motivated to grant platform access to a range of external actors in order to initiate network effects (Boudreau, 2010), sometimes to the extent that even the installed base is not firm-specific. The same user or complementor can voluntarily affiliate with multiple platforms, i.e., engage in multihoming, to take advantage of the incentives offered by rival platforms and guard against ex post platform expropriation (Cennamo, Ozalp, & Kretschmer, 2018;Landsman & Stremersch, 2011). Many app developers create the same apps for both iOS and Android, and many drivers offer their services via Uber as well as Lyft.…”
Section: Internalization Theory and Digital Commercementioning
confidence: 99%
“…The first category has been the object of many studies (e.g., Muzellec et al, ; Täuscher & Laudien, ). Scholars have focused on the maturity level of the platforms (i.e., whether they are nascent or mature) and its impact on the attractiveness of the platform for the supply side (Landsman & Stremersch, ). Other researchers have focused on the need for a double value proposition targeted at each side and the evolution to the specific level of maturity (Muzellec et al, ).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Video games, as an interactive social experience, attract consumers who are passionate about collaborating or competing with others to realize hedonistic outcomes. As such, marketing researchers have shown discernible interest in understanding video game consumption (e.g., Binken & Stremersch, 2009;Dholakia, Bagozzi, & Pearo, 2004;Holbrook, Chestnut, Oliva, & Greenleaf, 1984;Landsman & Stremersch, 2011;Lin & Lin, 2011;Liu, 2010). Capacious improvements in Internet accessibility, the surge of tech-related gadgets and devices, advancements in software and hardware, the exodus of noninteractive video games, and access to highly interdependent gamer-based social platforms have contributed to the wondrous growth of the massively multiplayer online gaming industry (e.g., Dupuis & Ramsey, 2011;Harwood & Ward, 2013;Taylor & Taylor, 2009;Zackariasson, Wåhlin, & Wilson, 2010).…”
mentioning
confidence: 99%