Two-part tariffs in the online gaming industry: The role of creative destruction and network externalities

2005 ◽  
Vol 17 (4) ◽  
pp. 457-470 ◽  
Author(s):  
Kieron Meagher ◽  
Ernie G.S. Teo
2020 ◽  
Vol 25 (1) ◽  
pp. 97-123
Author(s):  
Ji-Won Song

This article revisits the developmental state literature that stresses the unitary role of the state in steering economic development in East Asia. Focusing on the Korean state actors’ diversity and their agency after the trend of globalization and democratization, this article highlights various state actors as agents and looks into how the role of state actors has changed with industrial development, using the setting of the Korean online gaming industry over the past two decades. By examining government policy measures on the industry, I found that the state actors have actively engaged with the industry, however, this agency has not been uniform due to the different purposes of the actors and sometimes led a detrimental effect against the needs or expectations of the industry. The findings, thus, contribute to the literature by suggesting the potentiality of agent-driven institutional change and the heterogeneity that comes from the state actors’ policy engagement.


2021 ◽  
Vol 16 (4) ◽  
pp. 682-708
Author(s):  
Vitor Miguel Ribeiro ◽  
Lei Bao

We analyze the private equilibrium of a two-sided market representing the online gaming industry under a principal-agent model. A monopoly-holding platform hires a manager to attract new members from both sides of the market while considering uncertainty on the adhesion of viewers and online gamers. First, we mathematically demonstrate that increasing cross-group network externalities can decrease the platform’s profit, which contradicts a canonical result from the field of two-sided markets. Moreover, knowing that the intermediary’s goal is aligned with the private interest of online gamers, machine learning models empirically show that the main theoretical outcome is observed in reality due to the presence of heterogeneous indirect network effects in online gaming activities. Second, we conclude that social welfare can be either harmed or improved for increasing cross-group network externalities, which means that the professionalization of online gaming may or may not be legitimized depending on the value taken by exogenous parameters related to the platform’s uncertainty on the number of agents that get on board, risk aversion of viewers, and royalty rate applied to online gamers. Finally, a discussion based on 2020 facts is provided and several policy recommendations are formulated to ensure the persistence of best regulatory practices.


Author(s):  
Fiordalisa Melodia ◽  
Natale Canale ◽  
Mark D. Griffiths

AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.


2019 ◽  
Vol 79 (1) ◽  
pp. 1-31 ◽  
Author(s):  
Tetsuji Okazaki ◽  
Toshihiro Okubo ◽  
Eric Strobl

The Great Kanto Earthquake occurred on 1 September 1923 and inflicted serious damage on Yokohama City. About 90 percent of the factories in Yokohama City were burnt down or completely destroyed. However, these manufacturing industries appear to have swiftly recovered in the aftermath of the damage. This article investigates the role of creative destruction due to the Great Kanto Earthquake. Using firm-level data on capital (horsepower of motors) before and after the earthquake, we find substantial creative destruction, that is, upgrade of machine technology and/or survival of efficient firms. We find further collaborating evidence of this at the prefecture level.


Author(s):  
Erik Swyngedouw

In the corpus of Marxist thought as well as in mainstream socialist strategies and politics, the theoretical and politically strategic position and role of space, nature, and the urbanization process in the expanded production and reproduction of capitalism, and in the transformation to socialism, remains—with a few notable exceptions—largely marginal and residual. Nonetheless, cities are hotbeds of anti-capitalist struggles and socio-ecological conflict, offer experimental spaces for emancipatory socio-ecological transformation and action, and remain pivotal for the organization and management of the creative destruction that animates a continuously revolutionizing capital circulation process. This chapter explores how emancipatory-egalitarian political movements, in conjunction with urban political-economic and political-ecological transformation, demonstrate the vital role of space, urbanization, and socio-ecological processes both in sustaining the expanded reproduction of capitalism and in choreographing the dynamics and configuration of class struggle.


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