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Massachusetts Institute of Technology

A microeconomic analysis of the competition in the home console videogame industry

Abstract

dc:description.abstract

The $70 billion and 40 year old [83] traditional videogame industry is a fascinating example of intense and dynamic competition, where over eight generations new players could enter the market and reach the leadership while old leaders were pushed out of the market. The fierce competition has been pushing all the manufacturers and game developers to the constant cutting-edge innovation to keep themselves in the market even sometimes literally paying to be there. This work will focus on reviewing the competition in the eight videogame consoles generations, analyzing the seventh generation results from the console and game sales and understanding the factors that influence the competition. For supporting the analysis, this study will use a Microeconomics Dynamic Model for Platform Competition on the current generation market data.

Degree

thesis:*
Department dc:contributor.department
Sloan School of Management.
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2013

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Moreira Nascimento, Alexandre
Advisor dc:contributor.advisor
  • Robert S. Pindyck.

Subjects

dc:subject × 1

Rights

dc:rights
Statement dc:rights
  • M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.
Language dc:language.iso
eng

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/1721.1/81005
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/81005

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Moreira Nascimento, Alexandre. A microeconomic analysis of the competition in the home console videogame industry. Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81005