Showing 1 - 8 of 8
Firms often face choices about when to upgrade and what to upgrade to. We discuss this in the context of upgrading to a new technology (for example, a new computer system), but it applies equally to the upgrading of processes (for example, a new organizational structure) or to individual choices...
Persistent link: https://www.econbiz.de/10010280918
As new ICT technologies are developed and adopted, they will be increasingly incorporated into our lifestyles and displacing other activities. Video games, in particular, have greatly risen in popularity and can consume a great deal of time in gamers' lives. I examine the effect of video game...
Persistent link: https://www.econbiz.de/10010309705
Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible selection of relatively violent people...
Persistent link: https://www.econbiz.de/10010305457
This paper investigates how video game publishers' choice of game release date is affected by the expected level of competition within the game's product niche. We identify game niches by genre, age-appropriateness, a four week window cohort, publisher and console system. Our analysis is based...
Persistent link: https://www.econbiz.de/10010328042
We contribute to the role of telecommunications infrastructure on economic growth in three ways. We separately examine fixed-line and mobile telephone subscription levels. We compare results across periods and regions that differ by the level of development. In addition, we develop a method...
Persistent link: https://www.econbiz.de/10010397831
Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals'...
Persistent link: https://www.econbiz.de/10010468095
I present new evidence of the link between video game play and fighting. The General Learning Model predicts that increased aggression from playing violent video games. These predictions are tested using a large longitudinal data set tracking adolescents over time. Consistent with previous...
Persistent link: https://www.econbiz.de/10012428662
We investigate how competition in product niches affects the timing of product release for experience goods using data on motion pictures in the United States. Additionally, we attempt to estimate the ultimate gain of this timing. We identify product niches that movies occupy along three...
Persistent link: https://www.econbiz.de/10011872761