Professionalization of Online Gaming? Theoretical and Empirical Analysis for a Monopoly-Holding Platform
Abstract
:1. Introduction
1.1. Relevant Literature Focused on a Societal Approach: Two-Sided Markets and Salesforce Compensation
1.2. Research Objectives and Main Results
- RQ1. Which impact does the presence of uncertainty on the number of agents that join the monopoly-holding platform in both sides of the market have on equilibrium outcomes?
- RQ2. How does the asymmetric gap between indirect network effects influence the compensation plan developed by the principal and the managerial effort spent by the agent?
- RQ3. Can social welfare enhance with increasing membership in the online gaming industry? If so, under which market conditions?
2. Method
2.1. Demand Side
2.2. Supply Side
2.3. Managerial Compensation and Effort
2.4. Profit, Surpluses, Social Welfare, and Timing Structure
3. Analysis
3.1. Market Participation Stage
3.2. Managerial Effort Stage
3.3. Compensation Plan Stage
3.3.1. Market Environment Characterized by Indirect Network Effects
3.3.2. Comparison of Effectiveness and Risk with Markets Absent of Indirect Network Effects
3.3.3. Remaining Outcomes and the Role of Cross-Group Network Externalities on Profit
- (I)
- For each individual component:
- −
- is positively affected by both cross-group network externalities (i.e.,).
- −
- is positively influenced by the cross-group network externality on online gamers (i.e., ), while being either positively or negatively influenced by the cross-group network externality affecting viewers according to the following rule of inequalities
- (II)
- In aggregate terms:
- −
- Profit is unambiguously influenced by the cross-group network externality exerted on online gamers (i.e., ).
- −
- Profit can be either positively or negatively affected by the cross-group network externality exerted on viewers (i.e., holds).
3.4. Viewers Pricing Stage
4. Results
4.1. Subgame Perfect Nash Equilibrium
4.2. Impact of Cross-Group Network Externalities on the Viewer’s Price
- (I)
- For the cross-group network externality exerted by online gamers on viewers:
- (II)
- For the cross-group network externality exerted by viewers on online gamers:
4.3. Impact of the Asymmetric Gap between Indirect Network Effects on the Compensation Plan
- (I)
- In the absence of bilateral demand uncertainty:
- (II)
- Under the presence of uncertainty in the number of active viewers:
- (III)
- Under the presence of uncertainty in the number of active online gamers:
4.4. Managerial Reaction to the Asymmetric Gap between Indirect Network Effects
4.5. Market Shares, Cross-Group Network Externalities, and Membership Uncertainty
- (I)
- On the side of viewers:
- (II)
- On the side of online gamers:
5. Surplus Enjoyed by Each Side of the Market and Intermediation Profit
5.1. Theoretical Outcome
- (I)
- The impact of on ( and is ambiguous, but opposite (equivalent) in terms of sign to that holding for , respectively.
- (II)
- The impact of on and is strictly positive.
5.2. Empirical Validation
5.2.1. Data
5.2.2. Identification Strategy
5.2.3. Results
Principal Component Analysis
Least Absolute Shrinkage and Selection Operator
Continual Learning
6. Cross-Group Network Externalities and Social Welfare
6.1. Impact
- −
- Social welfare unambiguously decreases for increasing and as long as both parameters are sufficiently strong. In other words, if the degree of attraction of members from a given side by members of the opposite side is already considerably high, then a higher intensity in both indirect network effects harms social welfare.
- −
- Social welfare can decrease (increase) for increasing ( as long as both parameters are neither excessively strong nor too weak.
- −
- The asymmetric case characterized by the rise (reduction) of social welfare for increasing ( never holds in equilibrium.
- −
- Social welfare enhances with increasing and as long as both parameters are sufficiently weak. In other words, if the degree of attraction of members from a given side by members of the opposite side is not excessively high, then a higher intensity in both indirect network effects improves social welfare.
6.2. Discussion
7. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Ribeiro, V.M.; Bao, L. Professionalization of Online Gaming? Theoretical and Empirical Analysis for a Monopoly-Holding Platform. J. Theor. Appl. Electron. Commer. Res. 2021, 16, 682-708. https://doi.org/10.3390/jtaer16040040
Ribeiro VM, Bao L. Professionalization of Online Gaming? Theoretical and Empirical Analysis for a Monopoly-Holding Platform. Journal of Theoretical and Applied Electronic Commerce Research. 2021; 16(4):682-708. https://doi.org/10.3390/jtaer16040040
Chicago/Turabian StyleRibeiro, Vitor Miguel, and Lei Bao. 2021. "Professionalization of Online Gaming? Theoretical and Empirical Analysis for a Monopoly-Holding Platform" Journal of Theoretical and Applied Electronic Commerce Research 16, no. 4: 682-708. https://doi.org/10.3390/jtaer16040040
APA StyleRibeiro, V. M., & Bao, L. (2021). Professionalization of Online Gaming? Theoretical and Empirical Analysis for a Monopoly-Holding Platform. Journal of Theoretical and Applied Electronic Commerce Research, 16(4), 682-708. https://doi.org/10.3390/jtaer16040040