The Interaction of Signals: A Fuzzy Set Analysis of the Video Game Industry

Daniel Kaimann, Joe Cox
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引用次数: 1

Abstract

Customers continuously evaluate the credibility and reliability of a range of signals both separately and jointly. However, existing econometric studies pay insufficient attention to the interactions and complex combinations of these signals, and are typically limited as a result of difficulties controlling for multicollinearity and endogeneity in their data. We develop a novel theoretical approach to address these issues and study different signaling effects (i.e., word-of-mouth, brand reputation, and distribution strategy) on customer perceptions. Using data on the US video games market, we apply a fuzzy set qualitative comparative analysis (fsQCA) to account for cause-effect relationships. The results of our study address a number of key issues in the economics and management literature. First, our results support the contention that reviews from professional critics act as a signal of product quality and therefore positively influence unit sales, as do the discriminatory effects of prices and restricted age ratings. Second, we find evidence to support the use of brand extension strategies as marketing tools that create spillover effects and support the launch of new products.
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信号的相互作用:电子游戏产业的模糊集分析
客户不断地评估一系列信号的可信度和可靠性,无论是单独的还是联合的。然而,现有的计量经济学研究对这些信号的相互作用和复杂组合关注不足,并且由于难以控制其数据中的多重共线性和内生性,通常受到限制。我们开发了一种新的理论方法来解决这些问题,并研究了不同的信号效应(即口碑,品牌声誉和分销策略)对客户感知的影响。使用美国视频游戏市场的数据,我们应用模糊集定性比较分析(fsQCA)来解释因果关系。我们的研究结果解决了经济学和管理学文献中的一些关键问题。首先,我们的结果支持这样的论点,即专业评论家的评论作为产品质量的信号,因此对单位销售产生积极影响,价格和限制年龄评级的歧视性影响也是如此。其次,我们找到证据支持使用品牌延伸策略作为营销工具,创造溢出效应和支持新产品的推出。
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