Experiential goods with network externalities effects: An empirical study of online rating system
This paper uses online users' reviews and sales information from May 2003 to March 2007 to study a new experiential product: online video game (or virtual world). The results suggest that, first of all, for a hedonic product such as an online video game, the availability of online review system could not fully transform experience attributes into search attributes. The empirical study confirms that negative word-of-mouth has more significant impact than positive reviews. The study empirically verifies that the existence of direct network externalities (i.e. a product's value increases when more consumers join the network) is crucial for a hedonic product. The size of the user base signals the quality of the game, and works like a search attribute for potential users. A large user base will reduce the negative impact from unfavorable reviews.
Year of publication: |
2010
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Authors: | Yang, Jun ; Mai, Enping |
Published in: |
Journal of Business Research. - Elsevier, ISSN 0148-2963. - Vol. 63.2010, 9-10, p. 1050-1057
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Publisher: |
Elsevier |
Keywords: | Experiential goods Hedonic goods Network externalities Word-of-mouth Virtual worlds Experience attributes |
Saved in:
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