Show Summary Details

Page of

PRINTED FROM OXFORD HANDBOOKS ONLINE ( © Oxford University Press, 2018. All Rights Reserved. Under the terms of the licence agreement, an individual user may print out a PDF of a single chapter of a title in Oxford Handbooks Online for personal use (for details see Privacy Policy and Legal Notice).

date: 13 December 2019

Abstract and Keywords

This article highlights the key features that distinguish the industrial organization of videogames from other similar hardware-software markets. The models of consumer and firm (both hardware and software) strategic behavior are then addressed. Videogame consoles sit squarely amidst the convergence battle between personal computers and other consumer electronic devices. Games developed for one console are not compatible with others. The pricing of hardware consoles has been the most developed area of research on platform strategy. It is noted that even retrospective analysis of the videogame market when all the players were known needed sophisticated modeling techniques to handle the industry's complexities, which include controlling for dynamic issues and accounting for consumer and software heterogeneity. The success and proliferation of videogames will continue to spawn broader questions and enhance the understanding of general networked industries.

Keywords: videogame industry, hardware, software, videogame consoles, pricing, videogame market, consumer

Access to the complete content on Oxford Handbooks Online requires a subscription or purchase. Public users are able to search the site and view the abstracts and keywords for each book and chapter without a subscription.

Please subscribe or login to access full text content.

If you have purchased a print title that contains an access token, please see the token for information about how to register your code.

For questions on access or troubleshooting, please check our FAQs, and if you can''t find the answer there, please contact us.