摘要:This study examines the consumer-side multihoming among original and derivative digital games are developed for different platforms such as arcade game cabinets and video game consoles, both of which are popular with consumers in the Japanese market. To do this, the system dynamics model accounts for arcade game, console game, and multihoming users, and the effects of advertising and word-of-mouth is proposed. After the validation of model using a single case study, the business policies implementation by varying the release dates of a console game (derivative content) are simulated and the fluctuating patterns of arcade game and console game sales, the multihoming ratios are examined. The simulation results indicate that the multihoming user may be a preferred customer who pays more usage fees for the original content, moreover, the multihoming user may pay usage fees for the derivative content or purchase it, rather than single homing user. This study suggests various hypotheses regarding consumer-side original and derivative content-level multihoming together with options for business scenarios within the digital game industry, which would develop the insights on the diversity of a set of contents and the interfaces, and how they form the pseudo-ecosystems and create the values by the interactions.
关键词:Trading Card Arcade Game (TCAG);Console Game;Multihoming Ratio;System Dynamics;Bass Model