Experiential goods with network externalities effects: An empirical study of online rating system

被引:112
作者
Yang, Jun [1 ]
Mai, Enping [2 ]
机构
[1] Univ Houston Victoria, Sch Business Adm, Victoria, TX 77901 USA
[2] E Carolina Univ, Coll Business, Greenville, NC 27858 USA
关键词
Experiential goods; Hedonic goods; Network externalities; Word-of-mouth; Virtual worlds; Experience attributes; WORD-OF-MOUTH; CONSUMER CHOICE; PRODUCT; SEARCH; INFORMATION; CONSUMPTION; CUSTOMER; BEHAVIOR; LOYALTY; MODEL;
D O I
10.1016/j.jbusres.2009.04.029
中图分类号
F [经济];
学科分类号
02 ;
摘要
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. (C) 2009 Elsevier Inc. All rights reserved.
引用
收藏
页码:1050 / 1057
页数:8
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