Paying Incumbents and Customers to Enter an Industry: Buying Downloads

Xing Li, T. Bresnahan, Pai-Ling Yin
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引用次数: 17

Abstract

Success breeds success in many mass market industries, as well known products gain further consumer acceptance because of their visibility. However, new products must struggle to gain consumer’s scarce attention and initiate that virtuous cycle. The newest mass market industry, mobile apps, has these features. Success among apps is highly concentrated, in part because the “top app lists” recommend apps based on past success as measured by downloads. Consequently, in order to introduce themselves to users, new app developers attempt to gain a position on the top app lists by “buying downloads,” i.e., paying a user to download the app onto her device. We build a model to rationalize this behavior, taking into account the impact of buying downloads on top list ranking and optimal investment in buying downloads. We leverage a private dataset from one platform for buying downloads to identify the return on this investment, as a test for the assumption of the model. $100 invested will improve the ranking by 2.2%. We provide some informal tests of the two empirical predictions of the model: (1) there are two humps in the diffusion pattern of the app, and (2) early rankings are less persistent than later rankings. We estimate an empirical analog of the model to show the relative importance of buying downloads and rich heterogeneity in the market. We simulate counterfactuals to evaluate the efficiency of top-ranking lists.
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为进入一个行业的现有企业和客户付费:购买下载
在许多大众市场行业中,成功孕育了成功,因为知名产品因其知名度而获得了进一步的消费者接受。然而,新产品必须努力获得消费者稀少的注意力,并启动这种良性循环。最新的大众市场产业——移动应用,就具有这些特点。应用之间的成功是高度集中的,部分原因是“热门应用列表”根据下载量来推荐应用。因此,为了向用户介绍自己,新应用开发者试图通过“购买下载量”(游戏邦注:即付费让用户将应用下载到自己的设备上)在应用排行榜上占据一席之地。我们建立了一个模型来合理化这种行为,考虑到购买下载对排行榜排名的影响和购买下载的最佳投资。我们利用来自一个平台的私人数据集来购买下载,以确定这种投资的回报,作为对模型假设的测试。投资100美元将使排名提高2.2%。我们对模型的两个经验预测提供了一些非正式的测试:(1)应用程序的扩散模式中存在两个峰,(2)早期排名不如后期排名持久。我们估计了该模型的经验模拟,以显示购买下载和市场丰富异质性的相对重要性。我们模拟反事实来评估排名列表的效率。
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