We examine the role of killer applications in the home video game industry using a unique data set (1995 – 2007). The home video game industry is especially suited for this analysis since few game titles ever become hits. Our results suggest video game console market share is more sensitive to console quality and killer application provision than network size. These results are robust to several measures of software quality.
Further, we examine the introduction of killer applications over the lifecycle of a console. Preliminary evidence suggests network size is not a major determinant of killer application provision. Our results suggest that policy implications may differ substantially when heterogeneous software is included in the analysis.
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