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Technological tying and the intensity of price competition: An empirical analysis of the video game industry

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Abstract

Using data from the 128-bit video game industry I evaluate the impact technologically tying has on the intensity of console price competition and the incentives for hardware firms to tie their produced software to their hardware. Tying occurs when a console hardware manufacturer produces software that is incompatible with rival hardware. There are two important trade-offs an integrated firm faces when implementing a technological tie. The first is an effect that increases console market power and forces hardware prices higher. The second, an effect due to the integration of the firm, drives prices lower. A counterfactual exercise determines technological tying of hardware and software increases console price competition; console makers subsidize consumer hardware purchases in order to increase video games sales, in particular their tied games, where the greatest proportion of industry profits are made. I also determine technological tying to be a dominant strategy for hardware manufacturers when software development costs are low.

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Notes

  1. Exclusive complements are a result of a formal contract between producers of complementary goods.

  2. Similar to Gowrisankaran and Rysman (2012).

  3. I run two price regressions to determine if prices differ over holiday periods than from the rest of the calendar year. For software, I regress software prices on a vector of product characteristics, firm fixed effects, console fixed effects and a seasonal indicator variable. The regression finds no statistically significant seasonal effect on game prices (the seasoanl parameter estimate is 0.1325 with a standard error of 0.1124). As for hardware, a similar procedure is used regressing console prices on hardware charactersitics, firm fixed effects and a seasonal indicator variable for the months of November and December. Like software, there is no statistically significant seasonal effect on hardware price (the seasonal parmeter estimate is 5.5089 with a standard error of 4.1841).

  4. Market shares are determined using the raw sales data and are calculated from within market sales; no outside option is included

  5. Sony’s HHI is relatively small because in January 2002 the console was over a year old and already had a large number of independent games associated with its console causing the market share of these games to be small.

  6. Let superscript h denotes utility for hardware.

  7. See Appendix B for test of importance of competition.

  8. Again, based on data from The North American Consumer Technology Adoption Study only 4.5 % of consumers surveyed own multiple consoles.

  9. This assumption and transformation does not impact the linkage between hardware and software (see below) given that consumers do not own any video games prior to purchasing hardware.

  10. See Ackerberg and Rysman (2005) for congestion interpretation. Although the way I model such is in a reduce form approach.

  11. In this model consumers assume the number of video games evolves exogenously and according to an AR(1) process.

  12. The reader can think of the N nodes as also being N discrete types of consumers each with a different weight. These two objects then approximate a normal distribution for consumer preference toward software.

  13. Further discussion on how these weights evolve is found in the Appendix A.

  14. Dube et al. (2010) and others use a similar approach.

  15. This procedure is similar to the one used in Derdenger and Kumar (2013) and Lee (2013).

  16. In estimating this model the log number of games available in period t was included as second covariate in Eq. 8.

  17. Model 4 also varies slightly from the models run on deseasoned data. Given that the number of software purchases is larger than the installed based during several holiday periods for all three consoles, I allow consumers to purchase video games four times a month (a weekly level) and then aggregate up market shares to the month level to match with the observed data. With two assumptions – that consumers may repurchase an already owned game and that the model does not track consumers who have already purchased a piece of software – one may also simply assume that the potential market size for software is four times the number of consumers who own console c in period t and thus match observed and predicted shares accordingly.

  18. Think of each of the console manufacturers spinning off their video game design studios.

  19. I also run each of the simulations assuming a 10 % royalty rate and the results do not qualitatively change

  20. I thank a referee for pointing to this fact.

  21. The cutoff values are also consistent with the associated Nash equilibria

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Correspondence to Timothy Derdenger.

Appendices

Appendix A: Computational details

Here I briefly describe how I update \(\lambda _{i,t}^{h}\). It involves determining market shares in the first period given \(\lambda _{i,t=0}^{h}\) and then computing the distribution of consumers who remain in the market according to rule

$$\lambda_{i,t+1}^{h}=\frac{M_{t=0}^{h}\lambda_{i,t=0}^{h}\prod_{t=0}^{t}(1-s_{i,t})}{\sum_{i=1}^{I}\left(M_{t=0}^{h}\lambda_{i,t=0}^{h}\prod_{t=1}^{t}(1-s_{i,t})\right)} $$

where s i,t is the probability a consumer buys a piece of hardware in period t. For completeness, to recover the expected value function I implement a standard value function iteration procedure with a linear interpolation between the 40 discrete grid points to calculate the expected value function in period t. This procedure is run in steps 2 and 4 of the estimation procedure above.

Appendix B: Video game competition

In the model above, one of the main assumptions I implement is in regard to software competition. I make the assumption that video games do compete with one another rather than assume games are monopolists as the previous works of Nair (2007) and Lee (2013) do. In order to validate this assumption I present the results of two tests below. The first determines whether cross-price effects are present while the second tests whether falling prices are a consequence of competitive conditions. In determining whether there are cross-price effects among software titles I implement a nested logit model for software demand. Under such model, however, there are several concerns. One is that cross-price substitution might be underestimated if game developers strategically release video games as to minimize the cannibalization of similar games currently in the market. I follow a similar specification to that of Nair (2007) that tries to account for this endogeneity with a nested logit model with nests corresponding to the video game genre. I also include a covariate that captures game age. The video game demand specification is

$$ln(s_{k_{j}t}/s_{0_{j}t})=\alpha_{j}+\lambda(t-r_{k_{j}})+\beta p_{k_{j}t}+\sigma ln(s_{k_{j}t|g})+\eta ln\left(Num_{t}^{SW}\right)+\psi_{k_{j}t} $$

where t indexes month, \(r_{k_{j}}\) is the release date of game k j , \(p_{k_{j}t}\) is the price, \(s_{k_{j}t}\) is the market share, \(s_{0_{j}t}\) is the outside good’s share, \(s_{k_{j}t|g}\) is the within-genre share of game k j in period t, and l n(N u m SW) is the log of the total number of available games on platform j. Moreover, the parameter σ captures the degree of correlation of utilities among games in a given genre. A small σ near zero infers little correlation among genre games while a larger value indicates larger cross-price effects. Thus, a test of competition among software titles would be to determine if σ is statistically different from zero. Nonetheless, to properly test that we need to account for the endogeneity of price, release timing, and within-genre share. To correct for software price I employ the same price instruments as the main model. The endogeneity of release time is addressed with the inclusion of software fixed effects. “With the inclusion of such all variation in demand arising from aspects of game-quality is controlled for,” writes Nair (2007). Lastly, the number of video games in a given genre in a given period instruments for within genre share. The results of several models are presented below including OLS and 2SLS with and without including instruments for price. I additionally include specifications with quadratic and cubic software age covariates. From the results it is evident that video games compete against one another and are not monopolists.

If the results from the first test in Table 12 are not conclusive enough I present a second test to illustrate that software video game prices largely decline because of increased video game competition. For this test I pool all game data across each console and regress software price on age, game fixed effects, and the interaction of age and console-specific month fixed effects. I hence measure the rate at which prices fall after controlling for game quality via game fixed effects. Negative and statistically significant estimates of the interaction terms therefore indicate that prices fall because of the competitive interaction of software titles (Table 13).

Table 12 Competitive software tests
Table 13 Competitive software tests

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Derdenger, T. Technological tying and the intensity of price competition: An empirical analysis of the video game industry. Quant Mark Econ 12, 127–165 (2014). https://doi.org/10.1007/s11129-014-9143-9

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