intertemporal price discrimination with forward-looking consumers
TRANSCRIPT
Intertemporal Price Discrimination with Forward-Looking
Consumers: Application to the US Market for Console
Video-Games
Harikesh Nair1
September 2004
This version: February 2007
Forthcoming: Quantitative Marketing & Economics
Abstract
Firms in durable good product markets face incentives to intertemporally price discriminate,
by setting high initial prices to sell to consumers with the highest willingness to pay, and
cutting prices thereafter to appeal to those with lower willingness to pay. A critical
determinant of the profitability of such pricing policies is the extent to which consumers
anticipate future price declines, and delay purchases. I develop a framework to investigate
empirically the optimal pricing over time of a firm selling a durable-good product to such
strategic consumers. Prices in the model are equilibrium outcomes of a game played between
forward-looking consumers who strategically delay purchases to avail of lower prices in the
future, and a forward-looking firm that takes this consumer behavior into account in
formulating its optimal pricing policy. The model outlines first, a dynamic model of demand
incorporating forward-looking consumer behavior, and second, an algorithm to compute the
optimal dynamic sequence of prices given these demand estimates. The model is solved using
numerical dynamic programming techniques. I present an empirical application to the market
for video-games in the US. The results indicate that consumer forward-looking behavior has a
significant effect on optimal pricing of games in the industry. Simulations reveal that the profit
losses of ignoring forward-looking behavior by consumers are large and economically
significant, and suggest that market research that provides information regarding the extent
of discounting by consumers is valuable to video-game firms.
Keywords: durable-good pricing, forward-looking consumers, Markov-perfect equilibrium,
numerical dynamic programming, video-game industry.
JEL classification: C25, C61, D91, L11, L12, L16, L68, M31.
1 This paper is based on my dissertation. I thank my dissertation committee, Pradeep Chintagunta, Jean-Pierre Dubé, Günter
Hitsch, and Peter Rossi for their guidance. I am grateful to Ester Han, Karen Sperduti and Sima Vasa of the NPD group, and
R. Sukumar of IPSOS-Insight for their help in making available the data used in this research. I thank Dan Alderman of the
Microsoft Xbox group, and Norman Basch of Reservoir Labs for sharing with me their insights on the video-game industry. I
also received useful feedback from Tim Conley, Ulrich Doraszelski, Liran Einav, Wes Hartmann, Puneet Manchanda, Peter
Reiss, Alan Sorensen; two anonymous referees; and seminar participants at Berkeley, CMU, Columbia, Cornell, Dartmouth,
HKUST, ISB, MIT, Northwestern, Purdue, Stanford, UCLA, UConn, UMaryland, UPenn, UToronto, UWisconsin, Washington
St. Louis and Yale. All errors in the paper are my own. My contact information is: 518 Memorial Way, Graduate School of
Business, Stanford University, Stanford, CA 94305-501; Ph: 650-736-4256; Email: [email protected].
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1. Introduction
Firms selling durable good products typically face varying demand conditions over the life-cycle of
their products. Initial sales of the product are likely to arise from high valuation consumers who
subsequently exit the market after purchase. Firms thus face a relatively inelastic demand curve at
the time of introduction, and progressively face more elastic demand conditions as the product ages.
In such situations, firms have an inherent incentive to lower prices to “skim” the market, thereby
price discriminating over time. It can set high prices initially and extract the maximum surplus from
high valuation consumers, and then cut prices over time to sell to the low valuation consumers
remaining in the market. However, a significant problem to profiting from such intertemporal price
discrimination arises when consumers are forward-looking. Anticipating future price cuts, forward-
looking consumers may strategically delay their adoption, and purchase at low prices later. This
reduces the profitability of price skimming. Further, the more the firm skims the market, the more
the extent to which it can expect such strategic delay, since consumer expectations of future prices
may get revised based on observed price cuts. Given this complex consumer behavior, a challenging
issue for firms in real world markets is how they would choose the optimal profit-maximizing
sequence of prices for their durable-good products. A methodological challenge arises because both
consumer purchase decisions and firms’ pricing decisions are inherently dynamic. Existing empirical
frameworks are not well suited for analyzing such contexts since they have not dealt with dynamics
on both sides of the market in a satisfactory way. In this paper, I develop a framework that
accommodates these dynamics, and illustrate the value of this approach empirically in the context of
analyzing price discrimination in the market for video-games in the US. I use the model to calibrate
the extent to which forward-looking consumer behavior affects the ability of firm to implement
intertemporal pricing policies profitably. Additionally, I estimate how much firms in this market
should value market research that provides information regarding the nature of consumer forward-
looking behavior.
Starting with Coase (1972), a large theory literature (c.f. Stokey 1979, 1981; Bulow 1982;
Conlisk, Gerstner and Sobel 1984; Landsberger and Meilijson 1985; Gul, Sonneschein and Wilson
1986; Kahn 1986; Moorthy 1988; Narasimhan 1989; Besanko and Winston 1990; Balachander and
Srinivasan 1998; Desai and Purohit 1999) has analyzed the pricing of durable goods in markets with
forward-looking consumers. Broadly, the consensus from the theory is that forward-looking
consumer behavior hurts firm profits, and curtails monopoly power. The richness of the theoretical
literature contrasts sharply with the lack of empirical work in this area. To the best of my
knowledge, no previous work has analyzed the optimal dynamic pricing policy of a durable-good firm
facing forward-looking consumers in the context of an empirically specified demand and profit
system. The literature thus currently offers little practical guidance to managers for setting prices
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optimally in actual market settings. The theory literature has also worked with simple models that
yield tractable analytical solutions. The question is whether the main results regarding pricing are
robust to more flexible models that correspond better with the way we typically model demand
empirically. In particular, is the extent to which forward-looking behavior affects firms’ prices and
profits, economically significant in the context of real world markets? Is this an issue that managers
in these markets need to be concerned about? This paper attempts to shed light on these issues.
To this end, I start by developing a framework with which to analyze empirically the optimal
pricing policy of a firm selling a durable good to a set of heterogeneous consumers. Consumers are
strategic and make purchase decisions by trading off the utility from current purchase with the
value of buying the product at a lower price in the future. Consumers take into account that their
purchase decisions change the future state of the market, and thus, also change the future prices
charged by the firm. The firm realizes this and formulates its pricing policy taking the consumer
behavior into account. An equilibrium in the market obtains when the firm’s pricing policy is optimal
given consumer behavior, and consumer purchase behavior is optimal given prices. The equilibrium
is a fixed point of a multi-agent game between the monopolist and the consumers. The fixed point
requires each consumer type to maximize their expected utility subject to consistent perceptions of
the likelihood of future states for the firm, and firms to maximize expected payoffs based on
consistent perceptions on the likelihood of future consumer states. I present an algorithm to solve for
the sub-game perfect Nash equilibrium in prices in this model. Nested in the computation of the
equilibrium is the solution to both the consumer’s intertemporal adoption problem, as well as the
firm’s intertemporal pricing problem. In the context of this game, I restrict attention to equilibrium
pricing strategies that depend only on the current values of “payoff-relevant” state variables, which
are ensured to evolve according to a Markov process. In this sense, the equilibrium that I solve for is
Markov-perfect. In my empirical application, I find that such relatively simple equilibrium policies
are effective in explaining the key qualitative features of the data.
Since current pricing decisions impact future demand and profits, the firm’s optimal pricing
problem is inherently dynamic. Analytical solutions to the dynamic pricing policy exist for stylized
demand models (e.g. Besanko and Winston 1990, henceforth BW). However, to be of practical value,
the pricing problem has to be based on a realistic demand system. The use of a more elaborate
demand specification precludes solving the pricing problem analytically. Instead, I use numerical
dynamic programming techniques to solve for the equilibrium. The approach is able to handle most
demand systems, including the popular random-coefficients aggregate logit and probit models.
Relevant to this approach is a theoretical literature in marketing that has analyzed the pricing of
durable-goods subject to diffusion effects (e.g. Robinson and Lakhani 1975; Dolan and Jeuland 1981;
Kalish 1983, 1985; Mahajan, Muller and Kerin 1985; Krishnan, Bass, and Jain 1999). These models
generally assume that demand evolves exogenously over time (e.g. via a diffusion process), and
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unlike my framework, typically do not consider the intertemporal adoption problem faced by
consumers (an exception is Horsky 1990). This literature also typically solves for open-loop pricing
solutions, due to the difficulty in characterizing analytically the closed-loop solution. In contrast, the
proposed numerical dynamic programming policy delivers a closed-loop state-contingent pricing
strategy by construction. This makes it more suitable for managerial decision-making in real-world
contexts.
The analysis comprises two steps. In the first step, I present a method to obtain estimates of
demand parameters under forward-looking consumer behavior. The model of demand is derived from
an underlying dynamic discrete choice model that incorporates the intertemporal adoption problem
faced by forward-looking consumers. Consumers make rational forecasts about future price declines,
and adopt the product when the utility from current purchase exceeds the option value for waiting
for the next period. The demand model shares features with dynamic models of technology adoption
recently proposed in the literature, e.g., Melnikov 2000; Song and Chintagunta 2003; Erdem, Keane
and Strebel 2005; Gowrisankaran and Rysman 2006 (I discuss the relationship of my demand model
with these papers in the “Model” section.) The demand parameters are estimated by maximum
likelihood using a limited information approach. In the second step, I take these demand parameters
as given and solve numerically for the corresponding optimal pricing policies of the firms in the
sample. This two-stage approach has the advantage that the demand estimates obtained are
independent of supply-side restrictions on the nature of pricing conduct. Hence, I am able to
recommend optimal prices to managers, which would not be possible if restrictions from the optimal
pricing policy had been imposed in estimation. Further, the two-stage approach reduces the
computational burden of the estimator, since the equilibrium need not be solved to obtain the
demand parameters. The framework is intended to be used normatively by managers to obtain the
optimal sequence of prices over time for their products. The manager would first need to estimate the
proposed demand system from available data. Given demand parameters, the model can then be
used to simulate the optimal intertemporal pricing policy for his product.
To illustrate the economic and managerial implications of the framework, I present an
empirical application to the market for 32-bit video-games in the US. I choose this industry on
purpose since there is evidence that the element of dynamics that matters the most in this industry
is intertemporal price discrimination, rather than costs or competition. All video-games exhibit
consistent patterns of price cutting from their times of introduction. My interviews with managers in
the industry revealed that much of the motivation for this price cutting arises from the desire to sell
to the segment of high valuation “hardcore gamers” initially, and to cut prices over time to sell to the
“mass market”. This closely parallels the price discrimination incentive. On the cost-side, production
of video-games is characterized by a constant marginal cost structure. Marginal costs correspond to
royalty fees paid by the game manufacturer to the hardware console manufacturer (i.e. Sony), and
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also the costs of producing and packaging each CD-ROM title, both of which were constant over the
time-period of the data. Hence, falling marginal costs are unlikely to be an issue in pricing over time.
Further, competition from other games is also unlikely to be driving force behind falling prices.
Given the large number of games in the market (over 600 for the Sony Playstation alone), and the
fairly unique characteristics of each game, I find video-games to be weak substitutes for each other.
The observed price data also reveal that the rates at which prices fall are not explained by
competitive conditions in the market, a feature corroborated by managers in the industry.2 Hence,
this industry forms an almost ideal setting to study the value of intertemporal price discrimination
policies in practice. Given the features of the empirical application, I work with a monopolistic model
of pricing that ignores competitive considerations. Towards the end of the paper, I discuss how the
current framework could be extended to account for competition in other categories in which
substitution effects may be more important.
The data from this industry comprise aggregate retail sales and prices of all new video-
games compatible with the Sony Playstation released in the US market between October 1998 and
March 2000. A unique feature of the data is the inclusion of a large number of products (over 100),
along with the complete history of monthly sales and prices since introduction for each product. The
large number of products gives us the necessary cross-sectional variation to study pricing across
games. And the complete time-series enables us to model price dynamics over the entire lifecycle of
each product. The estimates for the video-game data imply that demand for games becomes
increasingly elastic with game-age, thereby generating incentives for firms to cut prices. Conditional
on these demand characteristics, I find that optimal pricing strategies for firms do indeed exhibit
“skimming”: an aggressive high initial price followed by steep discounting over time. To the extent
that the optimal policy explains observed price patterns, I am thus also able to provide some
empirical evidence for intertemporal price discrimination as an explanation for price cutting, which
has previously been lacking in the empirical literature.
I use the equilibrium solutions to explore the implications of consumer forward-looking
behavior on profits for the video-game firms in my sample. Specifically, I empirically measure the
extent to which forward-looking behavior by consumers reduces equilibrium firm profits. In the
context of the data, I find that such profit effects are large and economically important. I find that
that on average, the present discounted value of profits under myopic consumers is 172.2% higher
than under forward-looking consumers. This indicates that the effect of consumer forward-looking
behavior is significant in this industry.
2 Competition with used-games is also unlikely to be an issue. The trade-press suggests that used-games sales in the US
during the period 1998-2000 constituted only a small fraction of overall industry sales. For instance, FuncoLand, the only
used-game retailer in the US with a national presence, reports annual dollar sales of $0.16 million in 1998 (Serlin 1998). In
comparison, overall new video-game dollar sales in 1998 in the US was $5.5 billion (IDSA 2001).
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The results suggest that consideration of consumer dynamics is important for firms seeking
to set prices optimally in this industry. Firms can better gauge the extent of consumer forward-
looking behavior by conducting surveys that elicit consumer expectations of future prices or by
investing in market research that provides information regarding the extent of discounting by
consumers. How much should these firms be willing to pay to acquire this information? How worse
off would firms be if they instead set prices assuming no forward-looking behavior on the part of
their consumers? I obtain measures of this value by simulating the loss in profits incurred when
firms in the sample commit to pricing policies that incorrectly assume that forward-looking
consumers are myopic. I find that in the limiting case, relative to the situation where the true
consumer’s discount factor is 0.975 and firms are pricing optimally, average profits are 29.83% less
when firms commit to a pricing policy that incorrectly assumes that forward-looking consumers are
myopic. These profit losses are large and economically significant. I conclude that investing in
market research that provides information on consumer forward-looking behavior could provide
significant payoffs to firms in the industry. While these results are obtained in the context of video-
games, they can potentially inform similar analysis for comparable categories like entertainment
products (e.g. CD-s and DVD-s) and fashion goods (e.g. clothing and apparel), where similar pricing
issues are observed (e.g. Lazear 1986; Pashigian 1988).
The rest of the paper is organized as follows. Section 2 presents details of the demand and
pricing models. In the first part of section 2, I discuss the consumer’s choice rule, derive the implied
aggregate demand function and characterize the policy-relevant state variables for the firm’s
problem. In part two, I discuss the corresponding pricing model and equilibrium notion. Section 3
then discusses the empirical strategy and derives the likelihood function for estimation of the
dynamic model of consumer demand. Section 4 introduces the video-game data and discusses the
demand estimates. Section 5 discusses the pricing implications corresponding to these estimates of
demand. The last section concludes. Details of the numerical algorithm for computing the pricing
equilibrium and the likelihood function, and analysis related to the role of costs and competition in
the video-game market are presented in the appendices.
2. A model of dynamic pricing
2.1. Overview
This section lays out the details of the dynamic pricing model and the related notion of equilibrium. I
present a model of how a monopolistic firm selling a durable good product to a population of
heterogeneous consumers should set its optimal sequence of prices over time. The model takes
demand parameters as given. In the subsequent section, I discuss how these demand parameters
would be estimated from observed price and sales data. Demand estimation does not require the
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assumption that observed prices in the data are set optimally by firms according to the dynamic
model presented here. Given demand estimates, I will use the dynamic pricing model developed in
this section to simulate optimal prices, and to generate normative policy recommendations.
The durability of the product results in three sources of intertemporal linkages in demand
that the firm has to account for in formulating its pricing policy. First, durability implies that
consumers who buy the good today will drop out of the market for the product in subsequent periods.
In this sense, the durable good monopolist creates his own competition: by selling more today, the
monopolist reduces his demand tomorrow. An optimal pricing policy for the firm should take this
“shrinking market” effect into account. Second, high-valuation consumers purchase the product, and
exit the market early. Their exit changes the distribution of consumer valuations in the market in
subsequent periods. The rate of exit of consumers is a function of the firm’s prices, and hence, the
evolution of heterogeneity in the market is endogenous to the firm’s pricing policy. Therefore, the
firm also needs to consider how current prices affect the distribution of heterogeneity in the future.
Finally, the firm’s current prices could also affect consumer expectations of future prices, which
shape product demand in the future.
The firm’s problem is to set a sequence of prices that incorporates these intertemporal
effects, and at the same time, enables it to extract the most surplus from its consumer base. Since
the valuation of any one consumer is unknown, perfect price discrimination is not a feasible strategy.
Instead, the firm can use time to discriminate among consumers, setting high prices initially to sell
to high valuation consumers, and cutting prices over time to appeal to the low valuation consumers
remaining in the market. A significant problem to “skimming” the market in this way however, is
that rational consumers may anticipate lower future prices, and strategically delay their purchases.
This incentive to delay is a function of consumer expectations of future prices, which are formed
endogenously with the prices chosen by the firm. To obtain the optimal set of prices, we must solve
for a sequence of equilibrium prices and consumer expectations, such that the firm’s prices are
optimal given consumer expectations, and such that the expectations are optimal given the firm’s
pricing policy.
The theory literature on durable good pricing has also emphasized the difference between
equilibria under commitment versus non-commitment (e.g. Stokey 1979 vs. Stokey 1981). The
literature has noted that when the firm can credibly commit to a pricing strategy, it would choose
not to cut prices over time, choosing the monopoly price in the first period and holding it fixed
thereafter. However, such commitment policies suffer from the fact that they are time-inconsistent:
once the first period passes, the monopolist faces an incentive to deviate from the chosen policy. In
my framework, I assume that the firm cannot credibly commit to a sequence of prices. Further, I
assume that consumers have rational expectations about the firm’s pricing policy. Thus, in essence, I
solve for the equilibrium pricing policy of a monopolist that lacks commitment power facing
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consumers with rational expectations. The non-commitment equilibrium I solve for is sub-game
perfect, and delivers a sequence of state-contingent prices that are time-consistent and optimal in
every period, and hence, are more managerially relevant. Besanko and Winston (1990) present a
stylized theory model of durable-good price equilibrium similar to this formulation.
To demonstrate how to solve for the equilibrium, I first discuss a very simple two period
model that captures the essence of the demand-side dynamics discussed above, and illustrates the
main features of the intertemporal price discrimination problem. I then present the full model that
can be used for analyzing the pricing problem in real-world empirical settings.
A simple two-period model
Following Besanko and Winston (1990), I consider a monopolistic firm selling a zero marginal cost
durable good product to a unit mass of consumers, with valuations uniformly distributed on [0, v ].
Both the firm and consumers share a discount factor δ, and live for two periods. Both consumer and
firm behavior is common knowledge: consumers understand the firm’s pricing problem and firms
understand the consumer’s purchase behavior. Consumers have rational expectations about the
firm’s pricing policy and, therefore, correctly predict the firm’s future prices in equilibrium. The
firm’s problem is to set prices p1 and p2 in periods 1 and 2. To solve for the optimal prices, we first
note that the marginal consumer in period 1, v1*, is indifferent between buying in period 1 and
waiting for period 2,
( )δ− = − ≥* *1 1 1 2 0ev p v p
For this forward-looking consumer, the value of waiting is a function of the expected price in period
2, 2ep . Assuming rational expectations, I set =2 2
ep p and obtain the marginal consumer in period 1
asδ
δ
−
−= 1 2*1 1
p pv . Correspondingly, as shown the figure below, valuations in period 2 lie the range [0, v1*),
and demand is, −*
1 2v p
v .
This simple set-up captures the three intertemporal demand linkages discussed above. In particular,
a decrease in the first period price reduces 2nd period demand; tightens the distribution of valuations
in the second period; and to the extent that p2 is a function of v1*, changes consumer expectations of
period 2 prices. In this simple example, v1* summarizes the mass of consumers remaining in the
market at the beginning of the next period. It is easy to see that it is the relevant state variable for
p2 0 v1* v
period 1 period 2
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the firm’s pricing problem, which is an intuition I utilize in setting up the full model below. The firm
sets prices in period 2 to maximize the flow of profits, and in period 1 to maximize the discounted
sum of profits:
( )
( ) ( )δ
δδ
−
−−−
−
= =
= + =
*1 2 1
2
**1 21
1
2 1 2 2
2 1
1 1 2 1 4 3
argmax
argmax
v p p
vp
vv pv v
v vp
p p p
p p p p
Equilibrium discounted profit is ( )δ
δπ−
−=1
4 3
v. We see that the equilibrium involves price cutting (i.e.
p2<p1), and has the feature that consumer expectations are optimal given prices, and prices are
optimal given expectations. It is also interesting to contrast these prices and profits to the situation
where consumers are myopic and do not care about future outcomes (i.e. have a discount factor of
zero). In this case, the marginal consumer in period 1 is simply =*1 1v p , and the corresponding prices
and profits are, = 1
2 2
pp , δ−= 2
1 4 3vp and δπ −= 4
v . It is easy to verify that the firm sets higher initial
prices and earns higher profits when consumers are myopic.
I explore the ideas illustrated in this simple model in detail in the full model below. While
capturing the underlying intuition, this simple model is inadequate for analyzing pricing in real-
world market situations. The full model considers the issues outlined above, but also incorporates
many features important for actual empirical applications, including longer time horizons, and more
realistic specifications of heterogeneity and demand.
2.2. Model framework
States and decisions
The firm’s objective to set a sequence of prices τ τ
∞
=tp that maximize the expected present discounted
value of profits from the product, ( )τ
τδ π
∞ −
=∑ ,t
tt t tE p S . The flow of profits in each period is a function of
the price, pt, and a vector of state variables, St. The firm is assumed to observe the state vector which
contains all relevant information required to decide the optimal price, p*(St). The vector St could
potentially include time since introduction, and also include functions of the entire history of the
game between the firm and consumers. For simplicity, I assume that a firm bases its current pricing
decision only on “payoff relevant” historic information, i.e. functions of history that only affects
current profits. Thus, I focus on Markov pricing strategies and solve the model for a stationary
Markov Perfect equilibrium. The resulting strategies are subgame perfect conditional on the current
state.
The state vector St consists of the following payoff-relevant variables: The mass of consumers
of each “type” in the market at the beginning of period t, Mrt, r = 1,..,R; and, the realization of a shock
to demand for the product in period t, ξt. As is explained in more detail below, in my model I assume
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that there exists a discrete finite number of consumer types in the population, each having its type-
specific valuation for the product. The specification of finite types is the aggregate analogue to the
latent-class models used for individual-level data (Kamakura and Russell 1989). Mrt indexes the
mass of type r in the market in time t. The demand shocks ξt, capture factors that affect demand in
period t, and are observed by the firm and consumers, but unobserved to the researcher.
The timing of the game between consumers and firms in the market is as follows. At the
beginning of period t, the firm observes the sizes of each segment in the potential market, Mrt. The
demand shock for the product in that period, ξt is then realized, and is observed by the firm. The firm
sets prices for that period conditioning on these state variables. Consumers observe the prices and
the realization of the demand shocks, and depending on their valuations, decide to buy the product
or delay purchase. Based on these decisions, aggregate demand for that period is realized at the end
of the period.
The profit function π(pt,St) is based on a chosen demand system. The proposed framework
can accommodate any demand system that generates profits of the form described above, and also
enables computation of the sizes of each type remaining in the market, Mrt. This includes most
discrete choice-based demand systems, including the popular random-coefficients logit and probit
model. Discrete choice based demand systems are appropriate for the durable good products I
consider, since consumers typically have unit demand for these products.
Demand function
I model demand using the random coefficients logit demand system. Past literature has used the
logit model to measure empirically the demand for high technology durables products (e.g., Melnikov
2000; Song and Chintagunta 2003; and Erdem, Keane and Strebel 2005; see also Chevaier and
Goolsbee 2005 who provide reduced-form evidence that durable-good consumers are forward-
looking). My model is different from these papers in that I allow for heterogeneity (while Melnikov
does not), and econometric errors in the demand function (while Song and Chintagunta do not), and
also base inference on aggregate data (while Erdem et. al. have access to individual-level adoption
data). In the model of demand, I treat each video-game as a separate market, explicitly ruling out
competitive pricing across games. In the empirical section below, I find supporting evidence for this
assumption as video-games are found to be very weak substitutes empirically. At the end of the
paper, I discuss the limitations of this assumption and some suggestions for future work. A recent
working paper by Gowrisankaran and Rysman (2006) considers a similar demand-model. This paper
uses an idea due to Melnikov to extend the monopoly demand-model presented here to include
substitution effects.
As noted above, I assume that there exists a finite number of discrete consumer types in the
population, each indexed by r, r = 1,..,R. I denote the population of consumers of type r in the
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potential market for the product in period t, by a continuum of mass Mrt. Each consumer faces an
intertemporal adoption problem that involves trading off the benefits from adopting the product
today, versus waiting for a potentially lower price tomorrow. In essence, the purchase decision is an
optimal-stopping problem. Let δc denote the consumer discount factor and ar denote the utility that
consumer r derives from the use of the product per period of consumption. The present discounted
utility of the service-flow from the product conditional on purchase is then αr = ar/(1-δc).3 A consumer
r’s conditional indirect utility from buying the product in period t is assumed to be:
α β ξ= − +rt r r t tu p (1)
where, βr is the price-sensitivity. The product and time-specific term, ξt, controls for any additional
product characteristics that are observed by consumers and influence their choices, but are
unobserved to the researcher. In the video-game context, ξt may capture such unobserved (to the
researcher) game-specific demand-shifters as box-office performance of co-branded movies linked to
the theme of the game and events related to celebrities (e.g. sports personalities) on whom game
characters are based. As explained further in the estimation section, ξt also serves as the
econometric error term in the estimation of demand.
The utility associated with no-purchase is more complex in the current durable goods
environment than in usual static discrete choice models. No-purchase captures the option value of
deferring purchase to a future period. I model the utility of not buying the product in period t, ur0t,
as the discounted expected value of waiting until period (t+1):
( )δ ε ε+ + = + − 0 , 1 0, 1 0max ,r t c t r t r t r t rtu E u u (2)
where εrt and εr0t are Type-1 Extreme Value disturbances that shift the consumers’ utility of no-
purchase in each period, assumed to be iid over time and over consumers.4 The expectation in (2) is
taken with respect to the distribution of future variables unknown to the consumer, conditional on
the current information, i.e. with respect to F(pt+1,ξt+1,εrt+1,εr0,t+1|pt,ξt,εrt,εr0t). Following Rust (1987),
the integration with respect to the extreme value error terms can be done analytically, and the
deterministic component of the consumer’s utility of waiting be expressed in terms of an “alternative-
specific” value function for waiting, Wr(pt,ξt). This value function satisfies the functional equation:
( ) ( ) ( )( ) ( )ξ δ α β ξ ξ ξ ξ+ + + + + + = − + + ∫ 1 1 1 1 1 1, log exp exp , , ,r t t c r r t t r t t t t t tW p p W p dF p p (3)
3 Motivated by the empirical application to video-games, depreciation in product quality, and the potential for resale in the
future are ignored. 4 For technical convenience I assume that εrt and εr0t are mean zero extreme value variates with location parameter -Γ, and
scale parameter 1 (where, Γ is Euler’s constant.) Assuming that the location parameter is -Γ rather than 0 (as is standard in
the literature) does not change the choice probabilities, but eliminates the euler’s constant from the value function equation in
(3) (see Rust 1992.)
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I now impose the assumption that consumers have rational expectations regarding future prices.
Hence, in equilibrium, consumers will correctly anticipate that the firm, when facing the future state
St+1, will set the price pt+1 = p(St+1). This implies that consumer expectations of future prices are
formed endogenously with the pricing policy chosen by the firm. Further, in equilibrium, the price
expectations of each consumer will be consistent with the pricing policy chosen by the firm. To solve
for the equilibrium, it is convenient to re-write the value function for waiting for consumers over the
states St,
( ) ( )( ) ( )( ) ( )δ α β ξ+ + + + = − + + = ∫ 1 1 1 1ln exp exp , 1,..,r t c r r t t r t t tW p W dF r RS S S S S (4)
The state variables St here purely reflect the consumer's beliefs about pricing. Intuitively, we
represent the value function Wr(St) as depending on factors that the consumer believes will drive
future pricing. Implicitly, we also assume that both consumers and firms understand and share the
same expectation of how the state of the market tomorrow, St+1, evolves given the state of the market
today, St. Consumer r will buy in period t if his utility from purchase exceeds that of waiting:
( )α β ξ ε ε− + > + −0r r t t r t r t rtp W S (5.1)
With the extreme value assumption on the errors εrt and εr0t, this decision rule implies logit
probabilities of purchase each period:
( )( )
( )( ) ( )α β ξ
α β ξ
− += =
+ − +
exp, , 1,..,
exp exp
r r t t
r t t
r t r r t t
ps p r R
W pS
S (5.2)
Integrating over the continuum of consumers, I obtain the following expression for the aggregate
demand for the product at state St,
( ) ( )=
=∑ 1, ,
R
t t rt r t trQ p M s pS S (6)
Evolution of states
I now discuss how the above demand system generates interdependence in demand over time.
Dependence in demand arises from dependence in the mass of each consumer type remaining in the
market each period. Unlike static models of discrete choice demand, the mass of consumers of each
type in the potential market, Mrt, is endogenous to the firm’s historic pricing behavior. Therefore, the
dynamics of pricing introduce a dynamic in the evolution of Mrt. To derive the evolution of Mrt, note
that each period, Mrt consumers of type r will purchase the product with probability sr(St,pt), and
drop out of the market. This leaves Mrt[1-sr(St,pt)] consumers in the market for the next period.
Hence, the size of type r in period (t+1) is Mrt[1-sr(St,pt)] plus any such consumers that enter the
market for the product in period (t+1). In the video-game context, I observe entry of such new
consumers. These correspond to new buyers of video-game consoles who subsequently enter the
12
market for all compatible video-games. To accommodate this aspect of the data, I specify that a mass
Nr of “new” consumers of type r enter the market each period. Then, the evolution of Mrt is given as,
( )+ = − + , 1 1 ,r t rt r t t rM M s p NS (7)
Equation (7) summarizes the effect of the history of prices, demand shocks and new consumer entry
on the demand side of the market. From equation (4) and (7), it is easy to see that demand, as well as
the evolution of the state variables, Mrt-s, are endogenously determined in equilibrium. The state
variables, M1,..,MR, depend on the corresponding probability of purchase, sr(St,pt), which in turn
depends on the evolution of the state variables through (4).
Denote the transition probability of a new state St+1 given state St and price pt, as F(St+1|St).
I denote the conditional density of ξ as Fξ(ξt+1|ξt). From equation (7), the market sizes Mrt evolve
deterministically. Given the current state M1t,..,MRt,ξt, the current value of the control, pt =
p*(M1t,..,MRt,ξt), and the future values of the state variables, Mr,t+1, are known. Hence, I need to
integrate the RHS of equation 4 only against Fξ(ξt+1|ξt). In my empirical work, I assume ξ is
distributed iid normal across games and time-periods. Hence, in computing the optimal policy
Fξ(ξt+1|ξt) = Ф(ξt+1;0,σξ), where Ф(.) denotes the cdf of a normal distribution.
Flow of profits and value function
I now derive the profit function for the firm implied by the above demand system. Let c denote the
marginal cost of production of the product, which is assumed to be constant over time. The constant
cost assumption is consistent with the features the video-game industry, and is discussed further in
Appendix E. The flow of profit for each firm can be written as:
( ) ( )( )π = −, ,t t t t tp Q p p cS S (8)
Firms are assumed to be risk-neutral and set prices by maximizing the expected present discounted
value of future profits, where future profits are discounted using the constant discount factor δf. The
solution to the pricing problem is represented by a value function, V(St) which denotes the present
discounted value of current and future profits when the firm is setting current and future prices
optimally. The value function satisfies the Bellman equation:
( ) ( ) ( ) ( )ξπ δ ξ ξ+ +>
= + ∫ 1 10
max ,t
t t t f t t tp
V p V dFS S S (9)
The optimal pricing policy, p*(St), is stationary, and maximizes the value function:
( )( )
( )>
= 0
* argmaxt
t tp S
p VS S (10)
I now present the definition of equilibrium in this game.
Equilibrium
13
Definition: A Stationary Markov-perfect equilibrium in prices in this model is defined by a set of
waiting functions, Wr*(St), r = 1,..,R and price function, p*(St), such that equations (4-10) are
simultaneously satisfied at every St.5
The equilibrium is the fixed point of the game defined by (4-10). The equilibrium defined
above has three properties. First, equations (9) and (10) implies that in equilibrium, when faced with
state St, the firm’s pricing policy is a best response to consumer behavior at that state. At the same
time, equations (4) and (5) imply that when faced with a state St, and price p(St), consumers make
purchase decisions by maximizing intertemporal utility. Both consumers and firms take into account
the effect of their actions on the evolution of states in the market through equation (7). Finally,
equation (6) implies that the realized aggregate demand in state St is consistent with optimal
consumer purchase decisions at the corresponding optimal price p*(St). The fixed point that defines
equilibrium thus requires each consumer type to maximize their expected utility subject to
consistent perceptions of the likelihood of future states for the firm, and firms to maximize expected
payoffs based on consistent perceptions on the likelihood of future consumer states. With R = 2, the
optimal pricing policy is the solution to a three-agent decision problem between a monopolist and two
types of consumers. Consumers of each type take into account that their purchase decisions change
the future state of the market, M1t+1, M2t+1 (equation 7), and thus, also change the future prices
charged by the firm, p*(M1t+1,M2t+1,ξt+1).
Numerical solution
I present an algorithm to solve numerically for the fixed-point in Appendix A. The algorithm takes as
input consumer parameters (αr,βr, r = 1..,R) that are estimated separately in a first-stage demand
analysis (the details of this estimation are described in section 3 below.) The algorithm is a modified
version of policy iteration and proceeds in five steps: In step 1, I make a guess of the firm’s policy
function, p(n)(S). Given p(n)(S), in step 2, I obtain each consumer type’s value of waiting Wr(0)(S), r
=1,2 by solving equation 4. Given Wr(0)(S), I use (5) to obtain the new probabilities of purchase,
sr(S,p(n)(S)), r =1,2, which when inputted into (7), gives us the updated new value of the endogenous
states M’r’(0), r = 1,2. This ends step 3. Given M’r’(0), I solve equation 4 again to obtain an updated
guess of the value of waiting Wr(1)(S) (step 4). I iterate on steps 2-4 till |Wr(1)(S)- Wr(0)(S)| is
arbitrarily small. The final value, denoted as Wr(n)(S), r = 1,2, represents the guess of the equilibrium
values of waiting for the 2 consumer types at the current guess of the optimal policy, p(n)(S). This
completes one iteration of the solution to the consumer’s problem. In step 5, holding Wr(n)(S), r =1,2
5 Let ht = sτ,pτ, τ = 1,..,t-1 denote the history of the game till period t. A policy is Markov at time t if there is a function p*:
R+(R+1)→R+ such that pt(ht) = pt*(st) for all st, and f(st|ht) ≡ f(st |st-1,pt-1). A sequence of policies pt(ht), is said to be a subgame
perfect equilibrium if at any time t >0, V(pt(ht)) ≥ V(pt’(ht)), where pt’(ht) is any alternate policy. If a sequence of Markov
policies pt* is a subgame perfect equilibrium, the equilibrium is said to be Markov-perfect. A sequence of Markov policies pt*
is said to be stationary if pt* ≡ p* for all t ≥ 0.
14
fixed, I implement a “policy improvement” step for the firm by finding p(n+1)(S) that maximizes the
right-hand side of (9). I steps repeat steps 1-5 till |p(n+1)(S)- p(n)(S)| is arbitrarily small.
I solve for the optimal pricing policy using parametric policy iteration (Rust 1996, Benitez
Silva et al. 2000). The R+1 dimensions of the state space are discretized, and the firms’ value
function V(St), and the consumer waiting functions, Wr(St) are approximated as the tensor product of
Chebychev polynomial bases in each of the state dimensions. The polynomial approximation works
well since both the state space and the control are continuous. The algorithm was programmed in
Matlab©, and converged smoothly for the parameters I considered. Convergence of the numerical
procedure to a solution indicates that an equilibrium exists at those parameter values. Since
analytical solutions are unavailable, I am unable to formally state whether the converged
equilibrium is unique.6 I found that the converged solution was robust to initial guesses of the
pricing policy and the waiting function for the range of demand parameters and discount factors that
I expect to reasonably see with real world data. Thus, I did not find evidence for multiple equilibria.
It is however possible that multiple equilibria exist for other (boundary) values of the parameters.
Discussion
To justify some of the modeling assumption made in the previous sections, I spoke with managers
from the video game industry. I learned that the typical rules-of-thumb used for pricing share many
similarities to the proposed model. First, estimates are used to assess the evolution in the size of the
potential market. My interviews also revealed that managers revise game-prices periodically, cutting
prices if sales are low, and keeping prices high if realized sales are high. I interpret this heuristic as
indicating that the total sales of the game is an important state variable for the firm’s pricing
decision. This is roughly consistent with the model since the theoretical state variables, the segment
sizes, are a function of cumulative sales of the game until that time period. The model assumes that
managers know the distribution of consumer types and can, therefore, translate the observed sales of
the game into segment sizes, which form the “payoff relevant” state variables for the pricing decision.
Managers are also aware that high willingness-to-pay “hardcore gamers” sustain initial high prices,
which have to be lowered once the game becomes “main-stream”. This adherers to the notion of price
discrimination over time. As a reviewer pointed out, this heuristic thumb-rule for price cutting is
also consistent with managers cutting prices to reflect lower valuations of consumers for older
games. To the extent that such “novelty” effects are common across segments, these are captured by
the proposed model via the game-specific shocks to utility, ξjt-s. Since ξ is included as a state variable
6 BW establish analytically the existence and uniqueness of a subgame perfect Nash equilibrium in prices in the context of a
related, stylized demand model with uniformly distributed consumers and no uncertainty (i.e. no shocks to demand).
15
in the policy function, the pricing policy I solve for potentially reflects such exogenously declining
valuations of games.7
A relevant question here is whether it is the retailer, rather than the manufacturer (as in
this model), that is initiating the observed price-cuts in the data. For instance, it could be that
wholesale prices from the manufacturer are constant, and the retailer is cutting prices over time due
to reasons unrelated to intertemporal price discrimination. For example, falling retail prices could
arise from retailers rapidly clearing inventory of low-selling games to free up shelf-space for new
releases. Interviews with managers in the industry however, indicated that game manufacturers do
periodically initiate cuts to wholesales prices, which are mostly passed through to consumers by
retailers. Further, I found that the industry typically implements excess inventory return policies
within the manufacturer-retailer channel, whereby retailers can return unsold stocks of games back
to the manufacturer, making retail price-cutting to clear inventory a less compelling explanation.
Nevertheless, in the absence of retail-level inventory data, I am unable to rule out this explanation
completely. I thank an anonymous reviewer for pointing this out.
3. Empirical strategy and estimation
I now discuss my econometric specification and empirical strategy. The empirical strategy involves
two steps, the first dealing with estimation of demand-side parameters, and the second comprising
the solution of optimal prices given these parameters. I first describe the rationale behind this two-
step approach and the methodology for estimation of demand parameters. The results for optimal
pricing are presented in the subsequent sections.
The rationale for the empirical strategy and estimation method is derived from the intended
use of the model, which is primarily normative (see Hitsch 2006 for a similar argument). From the
perspective of the end-user of the model, viz. the manager setting prices, the estimation method
needs to address two issues. First, the model should deliver estimates of parameters indexing the
demand for his product. Second, the method should provide a way of accounting for consumer
expectations of future prices. Demand parameters are obtained using the maximum likelihood
estimator I describe below. The firm also knows its own historical pricing policy and therefore knows
the exact process generating prices. It can assume that consumers understand the true price
generating process, and thus obtain an estimate of consumer expectations. Or it can employ market
research and elicit survey data on the nature of consumer perceptions of future prices.
7 One way to explicitly account for such “novelty” effects may be to include a flexible function of the time since game-
introduction into consumer utility, so as to capture the decline in utility with the age of the game in a reduced form way (e.g.
Einav 2006, and the regressions presented in appendix D). One computational difficulty associated with introducing functions
of time in this manner is that “calendar time” then explicitly becomes a relevant state variable for the firm’s pricing problem.
This implies that we can no longer solve for a stationary pricing policy function. Further, one can get different pricing
patterns depending on the chosen functional form for the decay.
16
The estimation problem is more challenging for a researcher trying to infer demand
parameters from observed price and sales data. The researcher faces two challenges. First, it has to
address the fact that unobserved factors that shift demand over time may be correlated with
observed marketing mix variables like prices. While the firm observes the realization of these shocks
to demand each period, and can simply use it as data in estimation, the researcher does not. Hence,
unlike the firm, the researcher trying to estimate demand parameters faces an econometric
endogeneity problem. In principle, the researcher could estimate the demand model in (6) using
maximum likelihood, where ξ is the econometric error term. The concern is that manufacturers could
condition on the demand shocks ξ in setting prices causing observed prices to be correlated with the
demand shocks, and leading to an endogeneity bias. Second, the researcher does not know the exact
process generating observed prices, and hence cannot use it to proxy for consumer expectations.
Rather, he has to make an assumption about the process generating prices, and estimate the
parameters underlying the process from observed prices. Like the firm, an alternative strategy for
the researcher would be to obtain direct survey data on consumer expectations (e.g. Erdem et. al.
2005). But in many cases, including ours, such information may not be available.
To address both issues, I adopt a “limited information” maximum likelihood approach to
estimation. The method involves specifying a flexible joint density for prices and demand shocks, and
estimating its parameters jointly with the demand function. The specification of correlation between
the price process and the demand shocks helps control for potential endogeneity biases. The density
of future prices also serves to characterize consumer expectations. The approach is termed limited
information because the density of prices helps handle the correlation induced by ξ, but does not
provide any additional information about the demand parameters. The technique is analogous to the
approach of Villas-Boas and Winer (1999) and Yang, Chen and Allenby (2003; models 5/10 in Table
2) for household-data, and to the parametric control function approach of Petrin and Train, 2004 (see
also the discussion in Chintagunta, Dube and Goh, 2005). The empirical strategy I adopt is as
follows. I first use the observed sales and price data to estimate the demand function for each game.
Given the demand estimates, I solve numerically for each firm’s optimal pricing policy. Similar two-
stage approaches have been adopted in Benkard (2004), and Dubé, Hitsch and Manchanda (2005).
Alternative approaches
An alternative to this empirical strategy is to add restrictions from the optimal equilibrium pricing
strategy into the demand estimation procedure. This approach, while more efficient, is
computationally burdensome since the equilibrium has to be repeatedly solved for every guess of the
demand parameters. It also entails imposing the strong assumption of optimal pricing by firms in
demand estimation, which has the potential to bias the estimated parameters if observed pricing is
indeed, not optimal (I find some evidence of this in the results section.) Further, in this approach,
17
perfect firm rationality is imposed when estimating parameters; this leaves little room for testing
whether observed outcomes are optimal or for making normative policy recommendations, which are
the primary goals of this paper. A more agnostic strategy that does not impose optimality but still
retains the spirit of markov perfect pricing is to specify observed prices as a flexible function of the
theoretical state variables (viz. the sizes of the segments and the shock to demand), and to model
demand jointly with this pseudo-policy function. Ching (2005) has proposed this strategy in the
context of a static demand system for experience goods. Extending this approach to forward-looking
consumers is significantly more challenging.8 Further, the policy-function approximation tends to be
poor unless one uses rich enough polynomial basis functions for the state variables. As the number of
state variables increases, this entails estimating a large number of parameters, and also entails a
curse of dimensionality in approximation.
In contrast, the limited information approach that I adopt here is parsimonious, and
computationally simpler. The main disadvantage is it that requires taking a stand on the joint
density of prices and demand shocks. It is difficult to prove analytically that prices generated by the
optimal dynamic pricing model would imply observed prices that conform to the postulated form for
this assumed density (see the next section for some computational support for the validity of the
assumed density.) I view the limited information approach as a practical tractable solution to
demand estimation that exhibits some of the richness of the theory model (e.g. auto-correlated
prices.) With a sufficiently rich density for prices, I am able to explain over 90% of the variation in
observed prices. This density likely better captures the belief process of a real consumer than the
assumption that consumers can calculate the future market sizes of all segments. This latter
assumption is required when computing optimal prices since we need a model of how consumer
expectations are formed in equilibrium; however, when estimating demand, it seems more
reasonable to use the density of observed prices to proxy for consumer expectations.
In the remainder of this section, I first present the econometric assumptions. I then discuss
the limited information technique for estimating demand parameters. The subsequent sections
describe the data and results.
3.1. Econometric assumptions
The remaining econometric assumptions concern the specification of heterogeneity, and the choice of
the joint density for prices and demand shocks. These assumptions are motivated by the rationale
outlined above, and also by some of the specifics of the empirical application to the video-game
industry. To clarify the differences across games, I add the subscript j indexing each game to the
notation from this point onward.
8 With forward-looking consumers, the Jacobian terms in the associated likelihood function will involve numerical derivatives
of the consumer value function Wr(.) with respect to the demand shocks ξ. These tend to be unstable unless Wr(.) is
approximated very finely over the grid of ξ, which is computationally expensive.
18
Heterogeneity
Allowing for heterogeneity is important in this model, since it is the existence of differences in
valuations across consumers that generate the incentive for the firm to price discriminate over time.
As noted before, I adopt a random coefficients approach to model consumer heterogeneity, using a
discrete approximation. I assume that the distribution of price sensitivity, βr, and valuations, αrj, for
product j across the R consumer segments is,
( )( )( )
α βα β
α γ β β
= + +
, if = 1,
, if = 2,...,R
j
jr jr
j j r r
r
D r (11)
Here, segment 1 is treated as a “base” segment and the parameters of the other (R-1) segments are
expressed as deviations from the base segment (see Besanko, Dubé and Gupta 2003). In (11) above, I
have also assumed that the deviation of the rth segment’s valuation from the base segment can be
expressed in terms of the characteristics of the video-game, Dj. The vector of characteristics Dj is
time-invariant and includes a constant, and dummy variables for the game’s genre. Thus, a separate
game-specific fixed effect is estimated for the first (“base”) segment, and a genre-specific deviation
from the base segment is estimated for all other segments. I make this assumption for purposes of
model parsimony. For simplicity, I also assume a constant inflow of N new consumers into the
market, where N is computed as the mean new console sales per month in the data. I assume that a
proportion φr of the new consumers are of type r, where φr, r = 1,..,R are parameters to be estimated
from the data.9 Thus, in equation (7), I set Nr = φr N. In Appendix B, I discuss how this specification
would generate demand-side incentives for firms to cut prices over time. Finally, in equation (7), I
also need to specify Mr0, the initial sizes of each consumer segment in the market the product. I set
Mr0 = M0φr, where M0 is an initial market size for the product, computed from the data (see Appendix
C for details).
Finally, given the difficulty past literature has noted in estimating discount factors (e.g. Song
and Chintagunta 2003), I do not attempt to estimate the discount factors for consumers and firms (δc
and δf). Instead, I set the discount factors δc and δf to 0.975. This value is lower than typically
9 This implies that we assume that the distribution of valuations for video-games in the population adopting the console is
stationary (e.g. Conlisk, Gerstner and Sobel 1984; Narasimhan 1989). Stationarity implies that the distribution of (αjr,βr) in
entering cohorts of consumers is constant over time. This assumption could be violated if consumers adopting the hardware
console later in the life-cycle also have correspondingly lower valuations for compatible games. Incorporating this effect would
require modeling the consumers’ joint decision to adopt the console and the set of compatible games, which is beyond the scope
of the current analysis. Given the short time series in the video-game data (1.5 years), I expect the stationarity assumption to
be a reasonable approximation. Further, I do not find any evidence in the data that games released later in the life-time of the
consoles have lower levels or higher rates of decline in prices. Reflecting my empirical application to this industry, I also
model the number of new consumers entering the market as exogenous to prices of game j. Given the large number of games
for each console (over 600 for the Sony PlayStation), prices of any one game do not tend to shift aggregate sales of the
hardware console. In the data, PlayStation console sales do not correlate significantly with prices of any one game. Further,
after controlling for hardware console prices and game availability, game prices do not significantly explain console sale
variation over time. This suggests that conditional on availability, to a first approximation, console sales can be treated
exogenous to prices of any one game.
19
assumed for monthly data, and is partly motivated by the increased computational cost of solving the
consumer’s intertemporal problem at larger discount values. The marginal cost, denoted by c, is
constant, and set to $12 per unit (see the discussion in Appendix E). In the remainder of this section,
I discuss the maximum likelihood estimator.
3.2. Maximum likelihood estimation
Discussion
I first provide a short general discussion of the limited information approach (Villas-Boas and Winer
1999). I then discuss specific details of its application to the current empirical context. Let denote
qt,ptTt=1 the sales/price data available for estimation. The analyst’s chosen model of demand predicts
aggregate demand for each period, qt = Dt(pt,ξt;Ω), as a function of prices, shocks to demand, ξ and
parameters, Ω. Denote the pdf of ξ as fξ (.), and the inverse of the demand function as ξt = Dt-
1(qt,pt;Ω). The distribution of errors, ξt induces a distribution on demand, which generates a
likelihood for the observed demand data:
( ) ( )( )ξ−
=Ω = Ω∏
1
1, ;
T
t t ttf D q p J (12)
where, J is the Jacobian. The concern for endogeneity biases arises since prices are set as a
function of demand, and hence are expected to be a function of ξt. Thus, p is correlated with ξ. Since
prices depend on predicted demand, the density of prices will contain information about the demand
parameters. Hence, the likelihood above must be augmented to include this information:
( ) ( ) ( )( )ξ ξξ −
=Ω = Ω Ω∏
1| t1
| ; , ;T
p t t t ttf p f D q p J (13)
To obtain fp|ξ(.), a full information approach would to assume a specific model of pricing conduct by
firms (e.g. profit maximization), and derive the implied density of prices by change of variables
calculus. This approach is not suitable in my context for three reasons: a) my primary goal is
normative, to recommend optimal prices to firms, which would not be possible if restrictions from the
optimal pricing policy are imposed in estimation; b) the density of prices implied by optimal profit
maximization behavior requires computation of the full dynamic pricing equilibrium for every guess
of the parameter vector, which hugely increases the computational burden of the estimator; and 3) as
has been pointed out in the literature (e.g. Chintagunta, Dube and Goh 2005), imposing restrictions
from the wrong pricing policy could potentially to bias estimated demand parameters.
Hence I adopt the alternative approach termed “limited information” by Villas-Boas and
Winer (1999). This approach is more agnostic about the nature of pricing conduct, and specifies a
process for prices as:
( ) ( ) ( )ηη η η ξ= + ≠, ~ . ; cov , 0t t t t t tp g fz (14)
20
such that the assumed density on η implies a density for prices. Here g(.) is a flexible polynomial,
and zt is a vector of variables that shift prices over time. In principle, z can include cost-side factors
and variables excluded from the demand-side that serve as instruments for prices. I then obtain the
joint probability of the data as,
( ) ( )( ) ( )( )η ξ ξξ −
=Ω = Ω Ω∏
1| t1
| , ; , ;T
t t t t ttf g f D q p Jz z (15)
which serves as the limited information likelihood. The main advantage of this approach is that it is
computationally simpler. The main disadvantage is that it entails making an assumption about the
process generating prices and ξ. In the remainder of this section, I discuss the specifics of the
application of the estimator to the video-game context.
Price process
As noted above, the limited information approach requires a specification for the joint density of
prices and demand shocks. A price process generated by the dynamic pricing model I described above
should satisfy two properties at minimum:
• The process has to be serially correlated over time.
• The process should allow for contemporaneous correlation of prices with the shock to demand
since equilibrium prices are a function of the realization of the demand shock.
I specify the following process for prices and demand shocks:
( ) ( )ξη η ξ σ σ ρ−== +∑ , 10
, , ' ~ 0,0, , ,K k
jt k j t jt jt jt pkp a p BVN (16)
where, BVN denotes a Bivariate Normal distribution. The process specifies demand shocks as mean
zero iid normal variates, and prices as conditionally normally distributed variates with mean equal
to a K-order polynomial in one-period lagged values. This process allows prices and demand shocks
to be contemporaneously correlated, and allows prices to be serially correlated over time in a flexible
way. The price process serves two roles on the demand-side. First, in computing the likelihood
function, it helps us incorporate the density of ξ correctly as prices covary with the level of ξ.
However, the cost is that we have to make a strong assumption on the form of the joint distribution
between prices and ξ. Second, under the assumption that consumers form expectations rationally, it
serves to characterize the distribution of future prices and demand shocks, required to compute the
value function for delaying purchase for each consumer.
Three aspects of the price process are noteworthy. First, the specification in (16) imposes
conditional independence in the sense of Rust (1987) on the transition of prices and ξ over time.10 I
10 That is, we have assumed in (16) that the transition density of (pj,t+1,ξjt+1)|pt,ξjt can be factored as fpξ(pt+1,ξt+1|pt,ξt) =
fξ|p(ξt+1|pt+1)fp(pt+1|pt). Implicitly, while p and ξ can be contemporaneously correlated, I make the assumption that the
realization of ξt does not contain any information about pt+1 or ξt+1 except through pt. The assumption implies that (a) ξ is iid
21
impose this for computational simplicity. As discussed in the “Likelihood” section below, conditional
independence allows us to integrate the unobserved shock ξ out the consumers value function for
waiting, so that Wr(.) is not a function of ξ. This reduces the cost of the nested fixed point
computation inherent in the estimation procedure considerably. Second, in this specification, lagged
prices essentially serve the role of instruments for current prices. This approach is valid if a) ξjt is iid,
and b) the pricing errors,η, are serially uncorrelated over time. Regressions of observed game prices
on polynomials in lagged prices strongly reject serial correlation in residuals (see Table 2.1 and 2.2.).
Lagged prices also explain over 88% of observed price variation (see Table 2.1 and the discussion in
section 4.2). Lack of other game-specific instruments for prices precludes my ability to explore
alternative approaches. Commonly used instruments for prices are not suitable for this category:
Constant marginal costs rule out cost-side instruments; lack of regional data rule out “Hausman”-
style instruments; and the fact that game attributes explain little or no price/sales variation rule out
the use of attributes as instruments, as in BLP (1995). Third, a final concern about this specification
is whether the supply-side pricing model I consider would generate prices that are Markovian as
assumed, i.e. a function of only 1-period lags. I am unable to prove analytically that this would
indeed be the case. However, to address this issue, I simulated prices from the supply side model for
a large number of hypothetical parameter values. In the simulated price data, I find almost always
that polynomials in 1-period lagged prices are able to explain over 90% of the variation in prices.
Further, I do not find evidence of serial correlation in the unobserved component of simulated prices
after controlling for lagged price effects. Finally, the assumption of time-invariant parameters in the
price process follows from the stationarity of the optimal pricing policy.
I now collect the set of parameters to be estimated in a vector α β λ β ϕ= = =Θ ≡ 1 2 0 , , , , , ,J R Kj j r r r r k ka
ξσ σ ρ, ,p .
Likelihood
I denote the observed data for game j, j = 1,.., J as (qj,pj) = (qj2,pj2,.., qjTj,pjTj) . The conditional
likelihood of the data is the joint probability of observing the vector (qj,pj) given Θ and the first
observations, qj1,pj1:
( ) ( )
( )
( ) ( ) ( )
ξη ξ η
ηξ η ξ η
ξ η
ξ η
− −
=
− − →=
− − →=
Θ = Θ
= Θ
= Θ Θ
∏
∏
∏
, 1 , 12
, 1 , 1 , ,2
, 1 , 1 , ,2
, ; , , ;
, , ;
, , ;
j
j
j
T
j j jt jt j t j tt
T
jt jt j t j t q pt
T
jt jtjt j t j t q pt
f f q p q p
f q p
f p q p f
q p
J
J
across time, and (b) pt+1 is a function of ξt only through pt. In principle, conditional independence can be relaxed (e.g. Keane
and Wolpin 1994), albeit at much larger computational cost.
22
( ) ( ) ( ) ηξ η ξ ηξ − − − →=
=
= Θ Θ − ∑∏ , 1 , 1 , 1 , ,02
, , ;jT
K kjt jt j t j t jt k j t q pk
t
f p q p f p a p J (17)
where, fξ|η(.) is the conditional distribution of ξ given η and Jξ,η→q,p is the Jacobian of the
transformation between the data and the econometric errors, ξ and η.
Computation of the likelihood function above requires two additional steps. First, note that
the state ξ is unobserved implying that it needs to be inferred from the observed demand data for
each step of the parameter search. Hence, we need a method to infer ( )ξ Θjt that equate predicted
and observed aggregate demand for every guess of Θ. Second, we need to compute the Jacobian,
Jξ,η→q,p. I discuss these steps in sequence below.
Computing ( )ξ Θjt
I compute ( )ξ Θjt by inverting the demand system numerically. Inversion of the demand system
requires computation of the value function for waiting for each consumer type. I first discuss how I
compute these value functions, and then discuss the details of the inversion procedure.
Value of waiting
The value function for waiting to period t+1 for a consumer of type r is defined recursively via
equation 3 in section 2. Recall that for computing the equilibrium in section 2, we reparametrized
the value of waiting for each consumer in terms of the states St, i.e. Wr(St). For estimation of demand
it is convenient to work directly with the value function defined in terms of prices and ξ: i.e.
Wrj(pjt,ξjt). Note that the Wrj(pjt,ξjt) functions cannot be solved for analytically, and hence, I
approximate these numerically over a grid of the state variables. A complication arises because the
inversion procedure I discuss below involves repeated evaluation of Wrj(.) for many trial values of ξ.
Since Wrj(pjt,ξjt) is a function of ξ, it has to be numerically interpolated over ξ for each of these trial
values. In practice, I found that the inversion for ξ tends to be numerically unstable unless I
approximated Wrj(pjt,ξjt) very finely over the space of ξ. This approximation is computationally
expensive since Wrj(pjt,ξjt) is specific to game j and consumer type r and has to be recomputed J*R
times for each guess of Θ. A significant computational saving is obtained however, by the assumption
that the process for prices and demand shocks satisfy Conditional Independence in the sense of Rust
(1987). The significance of this assumption is that it implies that ξ can be integrated out of the
option value of waiting for the consumer. 11 Hence, while the consumer’s utility of purchase is a
11 To see this, note that with logit errors, the option value of waiting satisfies the functional equation: Wrj(pjt,ξjt;Θ)
( ) ( )( ) ( )ξ
ξ
δ ξ ξ ξα β ξ ξ+ + + ++ + + +
= +− + Θ ∫ ∫ 1 1 1 11 1 1 1ln exp exp , ,, ;
c p jt jt jt jt jt jt
p
rj r jt jt rj jt jtf p p dp dp W p
( ) ( )( ) ( ) ( )ξ ξ
ξ
δ ξ ξ ξα β ξ ξ+ + + + ++ + + +
= +− + Θ ∫ ∫ 1 1 1 1 11 1 1 1ln exp exp ,, ;
c p jt jt jt jt jt jt
p
rj r jt jt rj jt jtf p p f dp dp W p .
Its clear that the RHS is not a function of ξjt, and hence, Wrj(pjt,ξjt;Θ) ≡ Wrj(pjt;Θ).
23
function of the realization of the demand shock, the value of delaying purchase for the next period is
not. Hence, we do not need to re-approximate the value function of waiting for every realization of ξ.
However, this computational saving comes at the cost of ruling out serial correlation in ξ, which is a
significant restriction.
With these assumptions, the functional equation defining the value of waiting for each
consumer type can be written as:
( ) ( ) ( )( )
( ) ( )
ξ
ξ ξ
δ α β ξ
φ ρσ σ ξ φ ξ σ ξσ ρ
+ + +
+ + + + +=
Θ = − + + Θ
× − − −
∫ ∫
∑
1 1 1
1 1 1 1 102
; log exp exp ;
1
1
rj jt c rj r jt jt jr jt
p
K kjt k jt p jt jt jt jtk
p
W p p W p
p a p dp d
(20)
where, φ(.) is the pdf of a standard normal distribution. The mapping defined in (20) is a contraction
(Rust 1987); hence iterating on (20) is guaranteed to converge to a unique solution for Wrj(pjt;Θ). As
in the supply-side model, I approximate Wrj(pjt;Θ) by Chebychev polynomials in prices. With this
approximation, computing each Wrj(pjt;Θ) takes about 2 seconds on a standard 3.2 GHz Pentium PC.
I now discuss the inversion procedure for recovering ( )ξ Θjt .
Inversion of the demand system
To make the exposition of the inversion procedure easier, I denote by pjt and ξξξξjt the vector of observed
prices and demand shocks for game j till (and including) period t. I stack the observed demand for
game j in a vector qj = qjtt=1,..,Tj, and the predicted demand for the game given Θ in a vector
Qj(pjTj,ξξξξjTj,Dj;Θ) = =Σ 1Rr Mrjt(pj,t-1,ξξξξj,t-1,Dj;Θ)srjt(pjt,ξjt,Dj;Θ)t=1,..,Tj. For each guess of the parameters Θ, I
first compute Wrj(pjt;Θ) as above; I then make an initial estimate of the demand shocks ( )
j
njTξ and
iterate on the expression,
( ) ( )( )+ = + − Θ( 1) ( ) ( )ln ln , , ;j j j j
n n njT jT j j jT jT jDξ ξ q Q p ξ (18)
across all games till convergence. This procedure is similar to the inversion proposed by Berry,
Levinsohn and Pakes (BLP) (1995) in the context of the aggregate logit demand model. The main
difference, is that unlike BLP, consumers in my model maximize intertemporal utility, implying that
the corresponding aggregate demands, Qj(pjt,ξξξξjt,Dj;Θ) are a function of the consumer’s value for
waiting each period. The computational burden of the estimation procedure is driven by the fact that
Wrj(pjt;Θ) is specific to game and consumer type and needs to be computed J*R times for every guess
of Θ.
Jacobian and Likelihood function
The Jacobian for the problem is derived in appendix D. Following Appendix D, I can write the joint
likelihood of the data for game j as,
24
( ) ( ) ( ) ( )
( ) ( )ξ ηξ
ξ ξ
− − −=
==
Θ Θ − Θ = Θ − Θ
∑∏
∑
| , 1 , 1 , 10
21
, , ;, ;
, ; 1 , ;
j
K kTjtp jt j t j t jt k j tk
j j Rt rjt rjt jt jt rjt jt jtr
f p q p f p a pf
M s p s pq p (21)
The joint (log) likelihood of the entire data is thus,
( ) ( )( )=Θ = Θ∑
1log , ;
J
j jjf q p
(22)
Identification
I now provide an informal discussion of identification in this model. The game-fixed effects are
identified from differences in the mean level of sales across games. Within game variation in prices
identifies the price parameters. Heterogeneity is identified from the structure of the model and the
rate of change in market shares over time in response to price changes. A simple example illustrates
this. Consider a game with potential market M, and sales q1 and q2 in periods 1 and 2. Let N new
consumers enter into its market every period, and prices be the same in both periods. Then observed
market shares in periods 1 and 2 are: s1 = q1/(M+N); s2 = q2/(M-q1+N). A model without heterogeneity
would predict that s1 = s2 = Pr(purchase), and would not be able to explain an observation s1 ≠ s2.
Suppose we allow for two types of consumers such that type 1 has higher valuations and thus a
higher probability of purchase. Let the probability that a consumer, drawn at random from the
population of potential buyers, is of type 1 be φ1 and φ2 in periods 1 and 2. Then, predicted market
shares in period i = 1,2, si = φiPr(purchase|type1)+(1-φi)Pr(purchase|type2). If we see in the data
that s1 > s2, we infer that φ2 < φ1, i.e. that the market in the second period is composed of more
consumers of type 2. If in addition, prices are lower in the second period, the extent to which s1 > s2
tells us more about the extent to which there is heterogeneity.12 Finally, price expectations are
pinned down by the assumption that consumers have rational expectations and understand the
process generating prices.
4. Data and estimation results
4.1. Overview of market
I first present a brief overview of the console video-game market along with the main stylized
features of the data. I then describe the demand estimates and pricing results.
The video-game game industry is a two-sided market comprising a hardware-side (consoles),
and a software-side (games). On the hardware-side, platform providers (like Sony, Nintendo and
Sega, the main players in the 32/64 bit generation) develop and sell consoles, and charge royalty fees
12 I thank Wes Hartmann for suggesting this example. Chintagunta (1999) (section 3), and Song and Chintagunta (2003)
(section 4.1) provide Monte Carlo evidence for parametric identification of heterogeneity in static and dynamic logit-based
aggregate demand systems respectively, with 1 brand and an outside good.
25
to firms producing software. Software firms, mainly independent publishers, develop games for one
or more consoles, and pay royalty fees to the hardware manufacturers for every game unit sold.
Traditionally, the hardware has been sold at or below cost, subsidizing the sales of the software,
which in turn accounts for most of the profits. In 1999, software revenues from video games in the
US totaled $7.4 billion, more than any other entertainment industry (Williams 2002).
My focus here is on the software-side. I use data on sales and prices of all new video-games
compatible with the Sony Playstation released in the US market between October 1998 and March
2000. The sample includes the complete history of aggregate retail sales and prices of a total of 102
Sony-compatible games since their date of introduction. The data were collected by NPD Techworld
using scanners linked to over 80% of the consumer-electronics retail ACV in the US.13
4.2. Data
The two main stylized features of the data are as follows:
• Prices of all games start high at about the same level and then almost always fall over time. On
average, prices fall by 4.2% ($1.75) every month, though the rate of decline in prices is higher
during the later phase of each game’s life-cycle.
• Unit sales of games start high and then fall over time. While there is wide variance in the level
of sales, on average, sales fall by about 10.1% (1982 units) every month for a given game.
These two features of the data, viz. declining prices, and declining sales are consistent with my
model of dynamic price skimming in a durable good market. The motivation to inter-temporally price
discriminate explains why prices are cut over time. Market saturation, arising from the exit of one-
time purchasers from the potential market for each game, explains the declining sales paths.
Further descriptive statistics of the sales and price data grouped by game-age (i.e., the time since
introduction) are presented in Table 1.1. Both prices and sales of games are falling over time. In
appendix D, I present an extensive analysis of the data that suggests that competition among games
is not the main driver of these patterns in this industry. In particular, I find that a) cross-price
effects across games are very low, indicating that games are not very substitutable for one another;
these hold after accounting for potentially strategic behavior by game-manufacturers who may
release games so as to minimize cannibalization from similar games existing in the market, b), the
pricing predictions from a demand model that ignores substitution effects are comparable to ones
that explicitly account for these effects, c) intertemporal price effects within narrowly defined game
genres are statistically insignificant, d) entry of hit games do not have significant effects on sales and
prices of games within the genre, and e) the rates at which prices fall are independent of competitive
conditions in the market.
13 I do not consider games released after March 2000, to avoid pricing issues related to expectations that game publishers
could have had about the release of the next generation Playstation 2 console in October 2000.
26
There is wide variance in the unit sales of the games. The least successful game in the data
(“Rat Attack”) had 3,515 units sold in 9 months in the market, while the most successful game
(“Driver”) had a total of 1,071,853 units sold in 10 months in the market. I estimate a full set of fixed
effects for each game that capture these large differences in the level of sales. As noted in section
3.1., I also use genre-fixed effects to model demand. The distribution of genres among the 102 games
in the sample is presented in Table 1.2. The genre classifications correspond to standard industry
definitions and were provided by the market research firm, NPD Techworld. I now discuss the
demand estimates.
4.3. Estimates of demand and price process parameters
I first discuss how I choose the order of the polynomial in lagged prices (K) in the price process (12). I
start by sequentially adding higher order terms to regressions of observed prices across games on
lagged values. Table 2.1 presents the results. Table 2.1 indicates that most of the variation in prices
is explained by a 1st order lagged price term, and that the design matrix is not invertible after K = 3.
With a 3rd order polynomial, I am able to explain about 90% of the variation in observed prices,
suggesting that this is a reasonable specification for these data. Based on this analysis, I set K = 3.
These regressions also reject serial correlation in the unobserved component of the process
generating observed prices. Recall that this was important in using lagged prices as instruments. To
test whether these are driven by pooling across genres Table 2.2. reports the same regressions split
by genres. These regressions also do not find evidence for persistence in the pricing errors (η in
equation 12).
The parameters of the price process as well as the demand parameters are jointly estimated
by maximum likelihood. I determine the number of customer segments (R) to include in the demand
specification by adding segments until one of the segment sizes is not statistically different from zero
(Besanko, Dubé and Gupta 2003). The data identify two segments. Though not reported, the
estimates for the three-segment model yielded several insignificant parameters, including the
probability of membership in the third segment. Demand estimates for the two-segment case are
presented in Table 3.
Referring to Table 3, segment 1 corresponds to roughly 42% of the potential market at the
time of introduction of games. While not reported, the full set of game-intercepts estimated for
segment 1 lie in the range (-0.5,-3.3). I do not find much evidence for endogeneity concerns, since the
estimated correlation between prices and demand shocks (ρ) is small, and statistically insignificant.
The parameters for segment 2 are estimated as deviations from that for segment 1. Segment 2
consumers are seen to be significantly more price sensitive than segment 1 consumers on average
(price sensitivity -0.017 for segment 1 compared to -0.113 for segment 2). Compared to segment 1
consumers, they also have a significantly lower preference for shooting, sports and racing games.
27
Overall, game firms face a more elastic demand curve from segment 2 consumers (mean price
elasticity of -3.28 across all games and time-periods), than from segment 1 (mean price elasticity -
0.27). I also explore how the proportion of the two segments in the market varies over time. Recall
from the discussion in section 2.1 that those that value a game highly relative to its prices will
purchase the game early and drop out of the market earlier. Hence, we would expect the proportion
of the more elastic segment 2 consumers to increase with the age of the game. Figure 1 presents a
plot of the proportion of segment 2 consumers in the market, computed at the final parameter
values, averaged across games in the data. Consistent with intuition, I find that the proportion of
segment 2 consumers in the market, averaged across all games in the data, rises from about 58% at
game-age 0 (i.e., the time of introduction), to about 92% at game-age 17. This indicates a shift in the
market towards lower valuations as games get older, generating incentives to cut prices. Figure 1
also indicates that rate at which segment 1 consumers drop out of the market varies by game. For
example, high valuation segment 1 consumers buy early and drop out of the market much faster for
“Baseball 2000” compared to “Big Air”.
I now explore how the price elasticity of demand varies across games and across time
periods. I find significant variation in elasticities across games and across time. The most price
elastic game, “Fisherman’s Bait”, has an average price elasticity of -3.29 over its life-cycle, while the
least price elastic game in the data, (“Armored Core”) has an average price elasticity of -1.27 over its
life-cycle. To explore the variation in elasticities across time, I present estimates of intertemporal
price elasticities by game age in Table 4. For each game-age t, these elasticities represent the effect
of a 1% increase in the period-t price, on demand in periods t+τ (τ = 0, 1,..), holding all other prices
fixed, averaged across all the games in the data. Note that a 1% increase in price in period t has two
effects. First, it reduces the probability that consumers of either segment buy and drop out of the
market for the next period, thus increasing the demand for the game in subsequent periods. Second,
it changes the mix of consumers available in the potential market in subsequent periods. In
particular, segment 1 consumers are less price elastic, and therefore, more likely to delay purchase
at the higher price in period t. These consumers are more likely to remain in the market for the game
in the subsequent periods, thus increasing the level of demand at all period t+τ prices. The net effect
of an increase in price is therefore to decrease current demand, and to increase demand in future
periods. Table 4 indicates that the intertemporal price elasticities are significant, and that rational
firms would take the persistence in price effects into account in formulating their pricing policy.
Figure 2 presents the distribution of own price elasticities of demand across games by the
age of the game, computed at the final parameter values. The demand elasticity for game j of age t,
ηjt, is computed as the % change in the demand for game j in the tth period after its introduction, due
to a 1% change in its price in that period. Figure 2 indicates that price elasticities are increasing (i.e.
becoming more negative) on average with the age of the game. This reflects the endogenous increase
28
in the proportion of the more price elastic segment 2 consumers in the market, and implies that
firms should optimally cut prices over time. Table 4 and figure 2 also indicate that some of the mean
elasticities are <1 (in absolute magnitude). In appendix F, I illustrate in the context of a simple 2-
period model that a forward-looking durable-good monopolist would not optimally set prices in the
inelastic portion of the demand curve. This suggests that conditional on the assumed demand
structure and rational expectations on the part of consumers, the sequence of observed prices is not
consistent with optimal price setting by game manufacturers (in particular, observed prices are too
high; I compare observed prices to the optimal prices implied by the model below.) This also provides
added motivation for not imposing restrictions from optimality in estimating demand parameters.
5. Pricing implications
I now consider the optimal pricing policy corresponding to the above estimates of demand. The
optimal price maximizes the present discounted value of current and future profits, where future
profits depend on current prices through the endogenous evolution of valuations and market sizes.
Using the demand estimates as an input, I solve numerically the firm’s dynamic pricing problem for
each game. I check whether the solution implies that price-cutting is the optimal strategy. I then use
the equilibrium solution to explore the implications of the level of consumer patience (as summarized
by the consumer discount factor) on the firm’s pricing policy. In this comparative “dynamics”
exercise, I numerically investigate the effect of changes in the consumer discount factor on the level
and slope of the equilibrium price paths. I then explore the implications of consumer forward-looking
behavior on profits for the video-game firms in the sample and quantify the extent to which it affects
equilibrium firm profits. Finally, I use the model structure to estimate the value of information
about consumer forward-looking behavior to the firms in my sample. I measure this value as the loss
in profits incurred when firms commit to pricing policies that incorrectly assume that forward-
looking consumers are myopic. I find that such profit losses are large and economically important.
5.1. Equilibrium pricing policy
I first describe the important qualitative features of the equilibrium pricing policy. Figures 3 and 4
present the pricing policy p*(S) and value function V(S) for the game “Akuji: The Heartless”. These
plots are representative of those obtained for the games in the sample. Looking at figure 3, we see
that the optimal pricing policy implies declining prices. Optimal prices are decreasing in the sizes of
both segments; and since the sizes of both segment 1 and segment 2 decreases over time, the firm
would cut prices. We also observe that prices fall at a faster rate when there are fewer consumers of
either segment in the market. Hence, the optimal rate of price cutting for the firm is increasing with
the age of the product. Figure 3 also shows the implications of the relative proportions of the two
29
segments for the rate at which prices decline. In general, we see that the rate of price cutting is
driven more by segment 1 consumers. In particular, exit of segment 1 consumers from the market
induces the firm to apply larger price cuts than the exit of a proportionate mass of segment 2
consumers. This is intuitive since segment 1 consumers have higher valuations for the game relative
to segment 2 consumers. Hence, relative to this segment, their exit from the market results in larger
declines in the average valuations in the market.
The value function for the game is presented in figure 4. As expected, the value function is
increasing in the size of both segments. Further, it increases at a faster rate as the number of
segment 1 consumers increases, as compared to that of segment 2. This is intuitive, since segment 1
consumers are more price inelastic than segment 2 and are hence more “valuable” to the firm.
Figure 5 presents the equilibrium value functions for waiting Wr(S), r = 1,2, for consumers
belonging to segments 1 and 2 for this game. To make these comparable to the demand-side, I plot
these over the range of observed prices in the data, rather than over the space of the two segment
size state variables. Figure 5 indicates that the value of waiting is increasing over time both
segments. This is a reflection of the fact that given a declining price path, the value of waiting is
higher at lower prices. Consistent with our intuition, we also see that the more elastic segment 2
consumers have a higher incentive to wait at all prices. Figure 5 also plots the purchase hazard, i.e.
the consumer’s probability of purchase in each period, as a function of prices. Recall that the
probability of purchase is a function of the realization of the shocks to demand. To emphasize the
dependence on prices, I present mean purchase hazards averaged over 1000 draws of ξ ~ N(0,σ2ξ) at
each price. Figure 5 indicates that the equilibrium purchase hazards for both segments increase as
prices fall. Hence, while the incentive to wait is higher at lower prices, the value of purchase is also
higher, and the net effect is an increase in purchase probabilities as prices decline over time.
5.2. Observed vs. predicted prices
I now compare the predicted prices from the equilibrium pricing model to those observed in the data.
My objective is to verify whether the demand estimates, which were obtained without imposing
assumptions about the pricing policy, combined with the equilibrium solution, can explain the
qualitative pattern of declining prices in the data. Table 5 shows the observed and predicted prices
averaged across all the games in the sample by game age (i.e. time since introduction). Table 5
indicates that the dynamic policy is able to explain the declining slope of the price schedules in the
data. Further, Table 5 indicates that predicted equilibrium prices are lower on average than
observed values. The empirical regularity in the data is that video-games release at about $42 (mean
$42.21, std. $3.08, cf. Table 1.) The price simulations in Table 5 indicate an optimal initial price of
about $36.5, indicating that initial prices seen in the data are too high.
5.3. Impact of consumer forward-looking behavior
30
I now use the equilibrium solution to explore main empirical question posed in the beginning of the
paper: specifically, the implications of consumer forward-looking behavior on the pricing policy and
associated profits for the firms in the sample. To develop some intuition on the effect of consumer
forward-looking behavior on equilibrium prices, I first discuss how the firm’s pricing policy would
change for various values of the consumer’s discount factor, δc, where δc = 0 corresponds to the case of
myopic consumers. The firm’s discount factor, δf, is fixed at 0.975 for all computations.
Figure 6 presents the optimal pricing policy plotted as a function of the two state variables
M1 and M2 for various values of δc. We note the following from figure 6:
• Equilibrium price levels are decreasing in the consumer’s rate of time preference. In general,
the higher the consumer’s discount factor, the lower are the equilibrium prices. The pricing
policy with myopic consumer prescribes much higher prices than those with forward-looking
consumers (δc > 0).
• The rate at which prices fall over time (i.e. the slope of the pricing policy with respect to M1
and M2) is decreasing in the consumer’s rate of time preference. The higher the consumer’s
discount factor, the lower the rate of fall of equilibrium prices. The pricing policy with myopic
consumer prescribes a steeper fall in prices than with forward-looking consumers (δc > 0).
The numerical predictions based on the demand estimates are consistent with the theory literature
that has documented a reduction in the level of equilibrium prices and profits with an increase in the
level of consumer patience.14 To measure empirically whether these profit effects are economically
significant for the games in the sample, I compare simulated equilibrium profits when firms faces
forward-looking versus myopic consumers.
I start by sampling 50 sets of parameters from the empirical distribution of estimated game-
specific fixed effects (α1j) and segment-2 deviations (λ) in Table 3. Each parameter set thus
represents a hypothetical new game. For each parameter set, I solve for the corresponding pricing
policies under the assumption that consumers are forward-looking (δc = 0.975) or myopic (δc = 0).
Assuming that each game is in the market for 15 months, for each set, I then simulate 20 vectors of
demand shocks of dimension 15X1 from N(0,σ2ξ) and compute demand and profits. I report the
average (across parameter sets and demand shocks) difference in the present discounted value of
profits between the myopic and forward-looking consumer cases, in Figure 7. Figure 7 indicates that
the present discounted value of profits under myopic consumers is 172.2% higher than under
forward-looking consumers. The result indicate that consumer forward-looking behavior has a
significant effects on profits in this industry.
14 The results also indicate that both the slope and level of prices contain information about the consumer discount factor. In
particular, it suggests that, while computationally burdensome, imposing the equilibrium pricing policy in a joint model of
demand and pricing will be informative in pinning down the consumer’s discount factor. This is relevant given the difficulties
that past literature has documented in reliably estimating the consumer’s discount factor from observed data.
31
5.4. Comparing profits under myopic and forward-looking consumers
The results above suggest that information regarding the true consumer discount factor is valuable
to firms in formulating their pricing policy. Managers may want to invest in market research that
provides information about the distribution of discount rates in the population. I use the model
structure to estimate the potential value of this information to the firms in the sample. I estimate an
upper bound on this value as the loss in profits incurred when the firm commits to a pricing policy
that incorrectly assumes that forward-looking consumers are myopic.
Analogous to BW, I consider a situation where consumers are actually forward-looking and
patient, but the firm incorrectly commits to a pricing policy assuming a lower willingness to wait on
the part of consumers. In terms of the model, I consider the profits to the firm when the actual
consumer discount factor 1
ccδ δ= , but the firm commits to a pricing policy under the assumption that
δ δ δ= <2 1
c cc . A limiting case is the situation where consumers are actually forward-looking, but the
firm sets prices under the incorrect assumption that they are myopic.
As before, I start by sampling 50 sets of parameters from the empirical distribution of
estimated game-specific fixed effects (α1j) and segment-2 deviations (λ) in Table 3. For each set, I
first solve for the equilibrium pricing policy and profits at the consumer’s discount factor (δc = 0.975).
Assuming that each game is in the market for 15 months, for each set, I then simulate 20 vectors of
demand shocks of dimension 15X1 from N(0,σ2ξ) and compute demand and profits to the firm when
the actual consumer discount factor δ = 0.975c , but the firm commits to a pricing policy under the
assumption that δ δ= <2 0.975cc . I consider the following values of 2
cδ = 0.9,0.75,0.5,0 , where 2
cδ = 0
corresponds to the belief that consumers are myopic. For each case, I compute demand according to
equation (12), using the equilibrium solution of the waiting function at δc = 0.975; that is using
Wr*(M1,M2,ξ|δc = 0.975), r = 1,2. Thus, I compute demand under forward-looking consumer behavior
corresponding to a discount factor of 0.975. I compute the corresponding prices using the equilibrium
solution of the pricing function at δc = 2
cδ ; that is using p*(M1,M2,ξ|δc = 2
cδ ).
Figure 8 presents the average (across parameter sets and demand shocks) change in profits
relative to the situation where the true consumer’s discount factor is 0.975, and the firm is pricing
optimally (i.e. setting prices according to p*(M1,M2ξ|δc = 0.975)). I find that on average, the PDV of
profits is 1.41% less when the firm commits to a pricing policy under the belief that the consumer
discount factor is 0.9; 8.91% less when the firm commits to a pricing policy under the belief that the
consumer discount factor is 0.75; 23.64% less when the firm commits to a pricing policy under the
belief that the consumer discount factor is 0.5; and 28.83% less when the firm commits to a pricing
policy under the belief that consumers are myopic. I conclude that investing in market research that
32
provides information on consumer forward-looking behavior could provide significant payoffs to firms
in the industry.
6. Conclusions
I focus on the problem of setting prices over time for a product that is durable. Durability implies
that consumers who buy the product are not in its market in subsequent periods. Hence firms face a
shrinking market and lower average willingness-to-pay for the product over time. This generates an
incentive to “skim” the market, by starting at high prices and lowering these over time. Skimming
enables the firm to intertemporally price-discriminate by selling to high-valuation consumers at high
prices early, and to low-valuation consumers at low prices later. However, a problem is that the
incentive to cut prices in the future may be anticipated by forward-looking consumers, who could
then delay their purchases. How would firms in real-world markets set prices optimally in such
settings? I present a practical empirical approach to address this question. I model prices as
equilibrium outcomes of a game played between forward-looking consumers who strategically delay
purchases to avail of lower future prices, and a forward-looking firm that takes this consumer
behavior into account in formulating its pricing policy. The model incorporates first, a method to
infer estimates of demand under such consumer behavior, and second, an algorithm to compute the
optimal sequence of prices given these demand estimates The primary aim of the framework is
normative, as an input to managers to obtain the optimal sequence of prices over time for their
products. The manager would first need to estimate the proposed demand system from available
data. Given demand parameters, the model can then be used to simulate the optimal intertemporal
pricing policy for his product. The model also predicts the extent to which consumer forward-looking
behavior affects equilibrium firm profits, and quantifies the associated profit losses to firms of
ignoring this aspect of consumer behavior. The pricing policies I consider are relevant for a range of
industries including technology products, “creative” goods (e.g. CD-s, video-games, books), and
fashion-products that have durable-like features.
The model is applied to data on sales and prices of video-games compatible with the Sony
Playstation. The observed empirical regularity of declining prices for every new game, combined with
a constant marginal cost structure, makes this industry an almost ideal setting to study these
intertemporal pricing issues. I estimate demand for games using a limited information maximum
likelihood approach. My approach is to estimate demand parameters in a first-stage without
imposing restrictions from any particular model of pricing conduct. This enables me to make
normative predictions for optimal pricing using a supply-side model that take these estimates as
input.
33
The results reveal that, conditional on estimates of demand recovered from the data, the
optimal pricing strategy for the firm does indeed exhibit price-cutting. I use the equilibrium solution
to explore the implications of consumer rationality on profits for the video-game firms in the sample.
For the firms in the sample, I find that the extent to which consumer forward-looking behavior
reduces equilibrium firm profits is large and economically important.
The results suggest that information regarding the true consumer discount factor is valuable
to firms in formulating their pricing policy. I use the model structure to estimate the potential value
of this information to the firms in the sample. I estimate an upper-bound on this value as the loss in
profits incurred when the firm commits to a pricing policy that incorrectly assumes that forward-
looking consumers are myopic. I find that in the limiting case, relative to the situation where the
true consumer’s discount factor is 0.975 and firms is pricing optimally, average profits are 29.83%
less when it commits to a pricing policy that incorrectly assumes that forward-looking consumers are
myopic.
A limitation of the model is that I do not consider competitive effects in the solution of the
pricing policy. As described in section 1, this was motivated by the nature of the video-game industry
in which games are very imperfect substitutes for each other. Given the small substitution effects
that I see in the data, I expect the qualitative nature of the pricing results from a model with
competition to be fairly similar to the monopolistic case I consider. The model will have to be
extended to account for competition in other categories in which substitution effects may be more
important. However, the solution of a dynamic equilibrium model of pricing in industries like video-
games with over 600 products is still far beyond current computational capabilities.
Finally, given the computational difficulties in repeatedly solving for the equilibrium, I have
adopted a two-stage approach in which demand parameters are estimated without imposing
restrictions from the optimal pricing policy. Recall that this had the advantage that the demand
parameters are independent of specific assumptions on the nature of pricing conduct. However, the
disadvantage is a loss in efficiency in parameter estimation. If this is a concern, researchers can
consider joint estimation of both demand and supply models, albeit at a larger computational cost.
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Appendix A: Numerical computation of the equilibrium
I solve for the equilibrium numerically using policy iteration. The algorithm is summarized below:
i. Discretize the state space into Gs points, and choose a tolerance value ε.
ii. Let S denote an M1,M2 ,..,MR,ξ combination. Choose guesses for the optimal policy, p(n)(S),
and the consumer’s equilibrium waiting functions Wr(n,k)(S), r = 1,..,R.
iii. Given, Wr(n,k)(S), compute ( ) ( )( ) ( )
( ) ( ) ( ) ( )
α β ξ
α β ξ
− +
− += =
+,
, , 1,..,
nr r
n k nr r r
pn kr W p
es r R
e e
S
S SS .
iv. Given ( ) ( ),n krs S , set up evolution of endogenous state variables for each segment as:
( ) ( ) ( )' , ,1 , 1,..,n k n kr r r rM M s N r Rϕ = − + = S
v. Given ( )' ,n krM , r = 1..,R, solve consumer’s problem to compute the new guess of equilibrium
waiting functions for the R segments, ( ) ( )+ =, 1 , 1,..,n krW r RS :
( ) ( )( ) ( )( ) ( ) ( ) ( )( ) ( )
α β ξ ξ ξδ ξ ξ
+− ++ = + = ∫
' , ' , ' ,, 1 ' ,' ' '1 1,.., , ,.., ,, 1 'log , 1,..,n k n k n kn k n k
r r r rRp M M W M Mn kr cW e e dF r RS
vi. Iterate on (iii)-(v) till ( ) ( ) ( ) ( ) ε+ − < =, 1 , , for 1,..,n k n kr rW W r RS S . This gives the equilibrium
waiting functions given the guess of the pricing policy p(n)(S).
vii. Solve for firm’s value function V(n) that satisfies (policy valuation step):
( ) ( ) ( ) ( )( ) ( ) ( ) ( ) ( )π δ ξ ξ ξ= + ∫', ' 'n n n
fV p V f dS S S S , where
( ) ( )( ) ( ) ( ) ( )( ) ( ) ( ) ( ) ( )
( ) ( )( ) ( )
( ) ( ) ( ) ( )
α β ξ
α β ξ
π
+
+ +
=
− ++
− +
= − −
=
= =+
∑
, 1
, 1 , 1
1
, 1
,
, 1, ..,
nr r
n k nr r r
n n
Rn k n kr r
r
pn k
r W p
p Q p c F
Q M s
es r R
e e
S
S S
S S S S
S S
S
viii. Given V(n) compute the improved policy using:
( ) ( ) ( ) ( ) ( ) ( ) ( )π δ ξ ξ ξ+
>
= + ∫1
0
argmax , ' ' 'n nf
p
p p V f dS S S , with ( ) ( )np S as starting value.
ix. If ( ) ( ) ( ) ( ) ε+ − <1n np pS S , stop, and set p*(S) = p(n+1)(S), and Wr*(S) = Wr(n,k+1)(S), r = 1,..,R; else
go back to (ii) with p(n+1)(S) and Wr(n,k+1)(S) as initial guesses.
I approximate the firm’s value function V(S), the consumer’s waiting functions Wr(S), and the pricing
policy p(S), using the tensor product of a Chebychev polynomial basis of order 5 in each state
dimension (Judd 1988, chapter 6, provides a discussion of Chebychev approximation methods). The
state space is discretized using 15 points in each dimension and the state points chosen as the
corresponding Chebychev zeros. I allow for the complete set of interactions between polynomial
terms of the segment size M1,M2 ,..,MR state variables and ξ for approximating p(S) and Wr(S), and
set interactions between M1,M2 ,..,MR and ξ to zero in approximating V(S). Once the corresponding
37
Chebychev parameters are computed, the functions are trivially interpolated to other parts of the
state space. The integral in step (v) is computed using Monte-Carlo integration using 30 draws, and
the integral in step in (ix) is computed using Gauss-Hermite quadrature using 8 nodes.
Appendix B: Incentives to cut prices
Equation (7) shows how the sizes of each segment in the potential market evolve over time. If the
number of new consumers is low relative to the existing market size, this generates a shift in the
distribution of heterogeneity in the potential market toward lower valuations, implying that a firm
that takes this into account should optimally cut prices over time. To see this, consider the
probability that a consumer chosen at random in period t+1 belongs to segment r, µr,t+1, given the
corresponding probability µrt for period t. Let ηjr ≡ (αjr,βr) denote the parameters characterizing
segment r and let wrjt = 1 denote the event that consumer type r chooses to not purchase game j in
period t, and waits for period (t+1). We first note that the probability that a consumer chosen at
random from among those that waited for time t+1 belongs to segment r, is given as:
( )( )
( ) ( )
( ) ( )
( ) ( )( )( ) ( )( )
ξ ξ α β ξ
ξ ξ α β ξ
η η
η η η η
η η η η
µ
µ
µ
=
+
− +
− +
=
= =
=
= = =
= = =
=
=
+=
+
∑
∑
1
, 1
, ,
, ,
1
Pr & 1
Pr 1
Pr 1 Pr
Pr 1 Pr
jr rt
rt
rt r r
rt r r
r rt t t t r r t t
r rt t t t r r t t
R
r
r t
W p W p prt
R W p W p prtr
w
w
w
w
e e e
e e e
Noting that the share of new consumers in time (t+1) is λt+1 = ( )+=∑ , 11
R
r trN M , the distribution of
valuations in the entire potential market for the game in period (t+1) is given by the mixture:
( )µ λ µ λ ϕ++ + += − +, 1, 1 1 11 rr tr t t t
It is easy to see that the probability that a consumer belongs to a given segment r, falls at a faster
rate ( )µ µ+ +, 1 , 1r t r t for segments with higher valuations (αr) and lower price sensitivities (βr). Hence, if
λt is low, over time, the mix of consumers in the potential market will be composed of those with
lower valuations and higher price sensitivities, and the firm would cut prices.15
Appendix C: Computation of market sizes
To estimate demand, I also need to develop measures of the initial market size for each game (M0 in
equation 7). A firm using the model is likely to have information on the initial market potential for
its product, or can obtain a measure of it through market research. However, as a researcher, I need
to somehow infer this from the observed data. A simple option is to use the entire installed base of
the hardware at the time of introduction of the game as the initial market. A problem with this
approach is the large size of the hardware installed base relative to the total sales of each game. In
the data, the average installed base of Sony Playstation consoles at the time of game introduction
was 16.5 million − while the maximum sales across all games in the data stood at around 1 million.
The corresponding market shares are very small (of the order of 1E-5), and result in large negative
15 However, if the proportion of new consumers is high enough, we see that it is possible that the probability that a consumer
belongs to high-valuation segment does not fall over time. Then, the optimal pricing policy for the firm is cyclic: to keep prices
high for many periods to sell mainly to high-valuation new consumers, and then cut price to clear the market of the low-
valuation consumers (Conlisk, Gerstner and Sobel 1984; Narasimhan 1989).
38
fixed effects for each game when estimating demand. This effectively implies that even at the time of
exit from the market, the size of each segment in the potential market for the game would remain
virtually unchanged from the time of introduction. The state variables for the firm (i.e. the segment
sizes) therefore do not change over time, and all variation in prices will have to be explained by
changes in the realized demand shock ξ. To fix this issue, I adopt an alternative method to infer the
size of each game’s potential market prior to estimating demand.
Specifically, the diffusion literature starting with Bass (1969) shows how it is possible to
infer the size of the potential market of a product from data on the sales path. I use the Bass
diffusion model to estimate the market size for each game. An approximation to the discrete-time
version of the model implies an estimation equation in which current sales are related linearly to
cumulative sales, and (cumulative sales)2. Specifically, letting qjt and Qjt denote the sales and
cumulative of game j in month t respectively, I estimate the pooled regression:
2jt j jt jt jtq a bQ cQ υ= + + +
Given the regression coefficients, the Bass model implies that the market sizes for each game are
given as j j j
M a p= , where pj is the positive root of the equation: pj2 +pjb +ajc = 0. The mean market
size so computed is 1.52 million, which corresponds to an average market share of 0.0802 across
games and months.16 The market shares are then used for estimating demand.
Appendix D: Derivation of the Jacobian
I compute the Jacobian, Jξ,η→q,p as follows. Suppose we can invert the aggregate demand function
qjt = ( ) ( )ξ=
Θ =∑ 1,
R
jt rjt rjt jt jtrQ M s p in (6) to obtain ξjt. Denote this inversion mapping G1. Denote the
inversion of the price process to obtain ηt as G2. That is,
( )ξ
η
−−
−=
= Θ ≡
= − ≡∑
1, 1 1
, 1 20
, , ;jt jt j t jt
K kjt jt k j tk
Q q q p G
p a p G
By definition, the Jacobian is:
ξ η
ξ ξ
ξ
→
∂ ∂ ∂ ∂ ∂ ∂ ∂ ∂= =
∂ ∂ ∂ ∂
= ∂ ∂
1 1
, ,2 2 0 1
jt jt t jt t jt
q pjt jt
jt jt
G q G p q p
G q G p
q
J
To compute the derivative, let G = ( )ξ=
Θ∑ 1, ;
R
rjt rjt jt jtrM s p - qjt = 0. By the implicit function theorem,
( ) ( )ξ ηξ
ξ ξ ξ→
=
∂ ∂ −= ∂ ∂ = − = −
∂ ∂ Θ − Θ ∑, ,
1
1
, ; 1 , ;
jt
jt jtq p Rjt rjt rjt jt jt rjt jt jtr
G qq
G M s p s pJ
Appendix E: Falling costs and competition
I discuss the role of declining marginal costs and increased competition in explaining price declines
of the video-games. I first consider the falling-cost explanation. While economies-of-scale in the
production of consoles imply that cost-related considerations play a role on the hardware-side, this is
not the case on the software-side. The cost structure of video-games involves a fixed cost of game
development and constant marginal costs thereafter. The latter correspond to royalty fees paid by
16 More sophisticated estimation approaches for the Bass model (e.g. non-linear least squares) gave comparable estimates for
the market potential.
39
the game manufacturer to the hardware platform provider, and also the costs of producing and
packaging each CD-ROM title. The royalty fee for the 32-bit Sony Playstation compatible games in
the data was pre-announced and held fixed at $10 by Sony throughout the life-cycle. Further,
Coughlan (2001) reports that production/packaging costs for 32-bit CD-ROM games remained
roughly constant at $1.5 per disc. Thus, I rule out falling costs and experience curve effects as a
motive for price-cutting.
I now consider the role of competition. Several features of the data indicate that competition
alone is inadequate in explaining the declining path of prices. In particular, I find that a) cross-price
effects across games are very low, indicating that games are not very substitutable for one another;
these hold after accounting for potentially strategic behavior by game-manufacturers who may
release games so as to minimize cannibalization from similar games existing in the market, b), the
pricing predictions from a demand model that ignores substitution effects are comparable to ones
that explicitly account for these effects, c) intertemporal price effects within narrowly defined game
genres are statistically insignificant, d) entry of hit games do not have significant effects on sales and
prices of games within the genre, and e) the rates at which prices fall are independent of competitive
conditions in the market. I discuss these in sequence below.
Small cross-price effects and comparable margins between nested-logit, multinomial-logit
and binary-logit specifications
We can expect substitution effects in the video-game market to be small for two reasons. First, there
are a large number of games in the market. Between October 1998 and March 2000, there was an
average of 665 titles available in the market per month for the Sony Playstation console. Second,
each game is fairly unique, having its own distinct features, characters and idiosyncrasies: other
than the genre-membership, there are few common tangible attributes by which to measure game
“quality”. A priori, the large number of games in the market and the wide differentiation of game
titles suggest that video-game titles are imperfect substitutes for each other.
We can test these formally by measuring cross-price effects among games. A concern is that
cross-price substitution effects may be understated if game-manufacturers release games
strategically so as to minimize cannibalization from similar games existing in the market. To
address this, I estimate specifications similar to Einav (2006) that tries to control for the endogeneity
of release times of games. This specification is a static nested-logit model of demand with nests
corresponding to the video-game genres. The benchmark specification is:
( ) ( ) ( )α λ β σ ξ= + − + + +0 |
ln lnjt t j j jt jt g jts s t r p s
where, t indexes month, rj is the release date of game j, pjt is the price, sjt is the market share of game
j in month t, s0t is the share of the outside good and sjt|g is the share of units sales of the game within
its genre, g. A large σ indicates strong correlation in utilities of games within genre g; a small σ
closer to zero indicates little within-genre correlation. The larger the σ, the larger the cross-price
effects among games within each genre. The parameter λ captures the rate of decay of game sales
from introduction.
The concern regarding introduction timing arises here because game manufacturers may be
unlikely to release a new game in periods with very high-quality games or with games that are very
similar. If “quality” or “similarity” of other games within the genre is included in the unobservable
component of demand in period t, this may make rj endogenous and λ biased. I can address this issue
fully by including game-fixed effects. By including a full set of fixed effects, all variation in demand
arising from aspects of game-quality is already controlled for. To estimate the above model, I also
need instruments for the within-genre share and prices. I use the number of games available in each
genre each month as an instrument for within-genre share. More games within each genre are likely
associated with more intense competition, and therefore should be negatively related to the within
genre share. Analogous to Einav (2006), the identifying assumption here is that the number of games
in a genre in a month is not correlated with the part of decay pattern that is specific to game j (ξjt). I
use lagged prices as instruments for current period prices. These instruments are admittedly
40
imperfect: I present specifications with and without including instruments for prices to demonstrate
that these are not fully driving the results.
I estimate the nested-logit specification on the sample of new games in my data. Results are
presented in Table E1. OLS and 2SLS specifications with and without including instruments for
prices, as well as adding quadratic and cubic polynomials in age (i.e. t-rj), are reported. In general,
the price coefficient goes up in absolute magnitude after instrumenting. The within-genre correlation
σ is close to zero after instrumenting. The value of σ does not change if I drop lagged prices from the
instrument matrix. These regressions suggest that within a genre, games are not perceived to be
very close substitutes by consumers.
I repeat the same regressions for multinomal-logit and nested logit specifications. These are
presented in Table E2. To compare whether accounting for substitution effects as well as within-
genre effects makes a qualitatively significant difference for pricing, I compare the percentage
markups corresponding to these specifications. Using the estimates for each model, I first compute
markup-s using the first-order conditions corresponding to static profit-maximization (e.g. for the
nested logit model, the mark-up is as in equation 33 in Berry, 1994.) While these are only static
estimates, strong substitution effects if present, are likely to result in large differences between the
markups corresponding to the multinomial versus the binomial logit specifications. If substitution
effects are strong within genre, these differences are likely to be even larger between the nested
versus the binomial logit specifications. The top panel of Figure E1 presents the histogram of the
difference in % markups between the nested-logit and the binary logit models, across all game-
months within each genre. The bottom panel presents the corresponding plots for the multinomial-
logit and the binary logit models. I find that the differences are small. These results suggest that the
primary aspect of substitution is with the outside good – i.e. whether to buy now or to delay
purchase; the binary logit demand model I have used captures this reasonably. Leaving out the
substitution effects, while limiting, does not seem a priori to result in huge biases in predicting
pricing policies for this industry.
Small Intertemportal price-effects
I now test whether there is evidence in the data for intertemporal substation across games. Such
intertemporal price effects would imply that lagged prices of games within the same genre would
have a significant effect on current demand. Presumably, a low price yesterday for say, action games
would attract consumers who were on the lookout for such games, take them out of the market for
this genre for awhile, and thus reduce demand for action games today. Likewise, a high price
yesterday, may likely leave more potential buyers of that genre in the market, thus raising its
demand today. To check for some evidence of these effects in the data, I estimate OLS specifications
of binary-logit models in which lagged prices of other games within the same genre are included as
repressors. The results are presented in Table E3. Full sets of game and age-fixed effects are
included. Columns [1-4] adds the lagged minimum, median and maximum prices within the genre
(excluding the focal game) as regressors. These variables are not significant. In columns [5-6] I find
the best-selling game (across all months in the data) in the genre, and add its lagged price as a
regressor. These are not significant. These suggest that intertemporal cross-price effects may not be
a first-order issue for these data.
Small Intertemportal substitution effects
Do sales/prices fall when a hit game is to be released? To test this empirically, I first find the best
selling game within each genre across all the months in the data. I then include the number of
months to release of this game as a regressor into binary-logit specifications of demand. Table E4
presents estimates of this model. I find that the included variable is not significant. The last columns
of table 1E allows for this effect to vary by genre. I do not find a significant effect on demand. These
results suggest that that current demand is not significantly shifted down as best-sellers are closer
to being released. To check whether prices decline at a faster rate when a hit game is closer to being
released, I also estimate regressions of prices on game-fixed effects, game-age and game-age*Tg,
where Tg is the number months to the release of the best-seller in that game’s genre’s. A significant
negative coefficient on game-age*Tg would indicate that the release affects the rate of decline of
41
prices. This regression gave a coefficient of -1.7 on age (t = -2.96) and 0.0444 on age*Tg (t = 0.193),
i.e. not significant; further, the interactions with genre fixed effects were not significant. To
summarize, I do not find much evidence of sales or prices falling in anticipation of hit-game releases
into the market.
Rate of fall of prices not affected by competitive conditions
I now explore whether the rate at which prices fall is affected by the degree of competition in the
market. The number of games in the market is increasing over the months in the data, and hence
the market is getting more competitive over time. Hence, if game manufacturers are responding to
the increased competition by cutting prices, I should find that the rate at which prices fall is higher
during the later months in the data. Testing this however, is confounded by the fact that games
released in the later months in the data are also likely to be of better “quality”, and hence, less likely
to cut prices. I resolve the issue as follows. Stacking the data across all games and months, I regress
prices on game-fixed effects, game-age (i.e. time since introduction), and interactions of game-age
with month fixed effects. Thus, I measure the rate at which prices fall (as the coefficient on age)
while fully controlling for quality using game-fixed effects. Statistically significant interactions
between game-age and month fixed effects will indicate that the rate at which prices fall is affected
by completive conditions in the market. Table E5 (columns 1-4) shows the results from the
regression. Controlling for game-age and game-quality, I find that the interactions are not
significant. In columns 5 and 6, I also report on the results from regressing the change in prices on
month fixed effects, where as before, I control for game-quality using game-specific intercepts. Again,
I find that changes in prices are not statistically significantly explained by month-specific effects.
Further, the month fixed effects explain a negligible percentage (less than 1%) of the variation in
price cuts. Finally, in other specifications (not reported) I allow the effect of age to be genre-specific
and interact the age of the game with month and genre-fixed effects. The interactions of age with
month-fixed effects are not significant for each genre in this specification.
Plots
A visual examination of pricing patterns of incumbent games in response to entry provides
additional evidence that is consistent with these results. Figure E2 plots the prices of the three
games that were introduced into the “Action-oriented Racing” genre during the time-frame of the
data. “Castrol Honda Spr. Bike” by Electronic Arts is the first entrant, followed by “Monaco Grand
Prix” from UBI Soft, and “Championship Motorcross” from THQ. We see that neither the entry by
the potentially close substitute, “Monaco Grand Prix”, not its price cuts till month 58 triggers a price-
cut in “Castrol Honda Spr. Bike”. While both games cut prices post month 58, these price cuts do not
induce the newer entrant, “Championship Motorcross” to lower prices. Figure E3 presents plots of
prices and sales for the “Role Playing Game” genre. We see that prices of “Legend of Legaia”, the
best-selling incumbent in the genre, and “'Shadow Madness”, one of least selling games, do not drop
in response to the entry by “Jade Cocoon” and “Star Ocean: Second Story”. This, in spite of the fact
that “Star Ocean: Second Story” is the best seller in the genre after entry. The pattern suggests that
that competition from newer and better games is not the driving force behind falling prices.
Appendix F: Pricing by a forward looking firm facing a “shrinking market”
Consider a two period model. My goal is to show that a forward looking (“dynamic”) monopolist
would be even more likely than a “static” monopolist to set prices in the elastic region of the demand
curve. This result depends on the fact that in the durable good context, a higher price by the firm
today is likely to result in a higher demand tomorrow (since fewer consumers buy today and hence,
more are in the market for the product tomorrow.) In other contexts, e.g. dynamic monopoly pricing
under goodwill effects or brand-loyalty, or under learning-by-doing (e.g. Tirole 1988, section 1.1.2.1 &
1.1.2.2), low prices today increases demand (or lowers costs) for the firm in the future. For these
cases, the dynamic monopoly has an incentive to set prices that are lower than the corresponding
myopic case, and could optimally price in the inelastic region of the demand curve.
42
I consider a two period model that incorporates the essence of the shirking market induced
by the durable nature of the good. Let D(p) denote the demand for the game given price p such that
D’(p)<0. Let c denote the marginal cost, δ the firm’s discount factor, and p1 and p2 denote the prices
in the two periods. To capture the shrinking market effect, I assume that given the first period price
p1, the firm faces a residual demand curve in the second period that is shifted downward by a factor
α(p1), such that 0 ≤ α(.) ≤ 1, and α’(.) > 0. Thus, the higher the firm’s first period price, the more will
be the residual demand in the next period. The firm’s problem is to choose prices p1 and p2 that
maximize discounted profits:
( ) ( ) ( ) ( ) ( ) ( )1 2 1 1 2 1 2,p p p c D p p c p D pπ δ α= − + − (a1)
The first-order conditions imply that the optimal prices satisfy:
( ) ( ) ( ) ( ) ( ) ( )
( ) ( )
δ α
≥
− = − +
− = −
2* * * * * * *1 1 1 1 2 1 2
0
* * *2 2 2
' ' ' '
'
p c D p D p p D p D p D p
p c D p D p
(a2)
The optimal prices for the myopic case are: *1p c− ( ) ( )* *
1 1'D p D p= − , ( ) ( )* * *2 2 2'p c D p D p− = − . We see
that if the firm is forward looking, it has an added incentive to keep p1 higher than the myopic price
by a value ( ) ( ) ( ) ( )* 2 * * *
1 2 1 2' 'p D p D p D pδ α . Further, the more the firm cares about the future (i.e. the
higher the δ) the higher will be the first period price. Intuitively, the firm takes into account the fact
that a lower period 1 price would cut into period 2 profits, and this reduces the firm’s incentive to set
the period 1 price as low as the myopic case.
Denote the elasticity of demand in period 1, ( ) ( )* * *1 1 1'D p p D p as η1. Since costs are non-
negative, (a2) implies:
( ) ( ) ( ) ( ) ( ) ( )δ α = + + ≥ 2
* * * * * * *1 1 1 1 2 1 2' ' ' ' 0c p D p D p p D p D p D p
Some algebra yields:
( ) ( ) ( ) ( )η δ α
++ −
≤
≤ − + ≤ −
2* * * *
1 1 2 1 2
0
1 ' ' 1p D p D p D p
implying the price skimming monopolist would always price on the elastic region of the demand
curve.
43
Table E1: Nested Logit estimates
OLS 2SLS with Instruments for
within-nest share and prices
2SLS with Instruments for
within-nest share only Variables
Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat
Age -0.09 -8.03 -0.13 -5.77 -0.19 -5.11 -0.22 -3.68 -0.24 -3.70 -0.25 -3.53 -0.19 -7.74 -0.26 -6.77 -0.28 -5.36
Age^2 0.00 1.78 0.01 2.39 0.00 1.76 0.01 1.16 0.00 2.83 0.01 1.02
Age^3 0.00 -2.07 0.00 -0.74 0.00 -0.47
Price -0.04 -7.85 -0.04 -8.05 -0.04 -7.81 -0.07 -2.07 -0.05 -2.38 -0.05 -2.29 -0.06 -7.27 -0.06 -7.29 -0.06 -7.13
σ 0.52 22.75 0.52 22.56 0.52 22.69 0.03 0.37 0.01 0.09 0.01 0.12 0.05 0.51 0.01 0.13 0.02 0.17
Notes: Nobs = 1189. Dependant variable is log(sjt/s0t), where sjt is the market share of game j in period t, and s0t is the market share of the outside good. The
size of the potential market is fixed as the cumulative installed base of PS1 consoles each month. σ is estimated as the coefficient on log(sj|g,t), where sj|g,t is
the share of game j within genre g in month t. Game-fixed effects estimated in all specifications, but not reported. Instruments for within-nest share are #
of games within genre; for prices are lagged prices. First stage regressions of endogenous variables on instrument matrix: prices (R2 = 0.67; F = 20.96);
within-nest share (R2 = 0.13; F = 179.52).
Table E2: Multinomial logit and binomial logit specifications
Multinomial Logit
OLS 2SLS with Instruments for prices
Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat Age -0.203 -15.707 -0.267 -10.483 -0.283 -6.379 -0.249 -3.687 -0.240 -3.789 -0.249 -3.549
Age^2 0.004 2.932 0.007 1.033 0.004 1.761 0.008 1.151
Age^3 0.000 -0.444 0.000 -0.733
Price -0.060 -9.208 -0.064 -9.669 -0.064 -9.581 -0.087 -2.220 -0.053 -2.361 -0.045 -2.294
Binomial Logit
Age -0.204 -16.016 -0.270 -10.749 -0.280 -6.390 -0.249 -3.712 -0.240 -3.812 -0.247 -3.539
Age^2 0.004 3.056 0.006 0.890 0.004 1.800 0.007 1.001
Age^3 0.000 -0.273 0.000 -0.544
Price -0.059 -9.262 -0.064 -9.753 -0.064 -9.681 -0.086 -2.210 -0.051 -2.310 -0.046 -2.335
Notes: Nobs = 1189. Dependant variable is log(sjt/s0t), where sjt is the market share of game j in period t, and s0t is the market share of the outside good. The
size of the potential market is fixed as the cumulative installed base of PS1 consoles each month. Game-fixed effects estimated in all specifications, but not
reported. Instruments for prices are lagged prices. First stage regressions of prices on instrument matrix: prices (R2 = 0.67; F = 20.96).
44
Table E3: OLS regressions of binary-logit specifications to test for intertemportal demand effects
[1] [2] [3] [4] [5] [6]
Param t-stat Param t-stat Param t-stat Param t-stat Param t-stat Param t-stat
Pricet -0.043 -6.917 -0.044 -6.967 -0.043 -6.927 -0.044 -6.991 -0.038 -5.695 -0.038 -5.750
Minimum price in genre(t-1) 0.006 1.266 0.011 1.088 -0.005 -0.707
Median price in genre(t-1) -0.003 -0.583 -0.010 -1.605 -0.007 -1.086
Maximum price in genre(t-1) -0.0002 -0.031 0.002 0.360 0.015 1.641
Price of best selling game in genre(t-1) -0.002 -0.346 -0.002 -0.253
R2 0.752 0.752 0.752 0.753 0.798 0.799
N 1183 991
Notes: Dependant variable is log(sjt/s0t), where sjt is the market share of game j in period t, and s0t is the market share of the outside good. The size of the
potential market is fixed as the cumulative installed base of PS1 consoles each month. Game-fixed effects as well as fixed-effects for game-age are
estimated in all specifications, but not reported.
Table E4: OLS regressions to test whether game demand changes significantly with time-to-release of best-selling video-game in its genre
Param tstat Param tstat Param tstat Param tstat Param tstat Param tstat Age -0.570 -4.867 -0.610 -4.131 -0.721 -2.888 -0.510 -4.297 -0.600 -3.940 -0.700 -2.781
Age^2 0.007 0.447 0.045 0.637 0.015 0.942 0.050 0.694
Ag^3 -0.003 -0.554 -0.003 -0.501
Price -0.178 -23.477 -0.178 -23.368 -0.177 -23.014 -0.181 -25.008 -0.181 -24.788 -0.180 -24.419
1Tg -0.029 -0.219 -0.010 -0.075 0.008 0.054
Genre interactions
Tg * Action 0.089 0.647 0.140 0.949 0.151 1.009
Tg * Fighting 0.031 0.208 0.065 0.428 0.089 0.558
Tg * Racing -0.036 -0.202 -0.020 -0.111 0.006 0.033
Tg * Shooter 0.161 0.139 0.172 0.148 0.185 0.159
Tg * Sports 0.994 0.614 1.043 0.644 1.091 0.671
R2 0.2925 0.2933 0.2945 0.2978 0.3013 0.3023
Notes: 1Tg denotes the number of months to release of best selling game within a video-game’s genre. Nobs = 198. Dependant variable is log(sjt/s0t), where
sjt is the market share of game j in period t, and s0t is the market share of the outside good. The size of the potential market is fixed as the cumulative
installed base of PS1 consoles each month. Game-fixed effects estimated in all specifications, but not reported. Insufficient observations of
Family/entertainment game-months to include an interaction for that genre.
45
Table E5: Regressions exploring rate at which prices fall across months
Dependant variable: Price Dependant variable: Price(t) – Price(t-1) Variable Param t-stat Param t-stat Variable Param t-stat
Age -1.701 -54.331 -2.367 -1.271
Age*Dec-98 -0.151 -0.081 Dec-98 -1.316 -0.868
Age*Jan-99 -0.127 -0.07 Jan-99 -3.607 -1.454
Age*Feb-99 0.301 0.165 Feb-99 -2.249 -1.547
Age*Mar-99 0.493 0.27 Mar-99 -2.568 -1.795
Age*Apr-99 0.591 0.323 Apr-99 -2.673 -1.89
Age*May-99 0.513 0.28 May-99 -3.279 -1.33
Age*Jun-99 0.343 0.187 Jun-99 -3.725 -1.655
Age*Jul-99 0.277 0.15 Jul-99 -3.304 -1.37
Age*Aug-99 0.460 0.25 Aug-99 -1.853 -1.331
Age*Sep-99 0.457 0.248 Sep-99 -2.769 -1.695
Age*Oct-99 0.475 0.257 Oct-99 -2.776 -1.011
Age*Nov-99 0.399 0.216 Nov-99 -3.196 -1.32
Age*Dec-99 0.514 0.278 Dec-99 -2.012 -1.46
Age*Jan-00 0.614 0.332 Jan-00 -1.997 -1.449
Age*Feb-00 0.663 0.358 Feb-00 -2.303 -1.671
Age*Mar-00 0.729 0.394 Mar-00 -1.900 -1.378
R2 0.82 0.8278 0.0997
Number of obs. 1189 1189 1087
Notes: Full set of 102 game-specific fixed effects estimated in all regressions (no constant).
46
Figure E1: Percentage markups and substitution effects
-0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
10
20
30
40
Action-0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
10
20
30
40
Fighting
-0.08 -0.06 -0.04 -0.02 0 0.020
20
40
60
Racing-0.08 -0.06 -0.04 -0.02 0 0.020
10
20
30
40
50
Shooter
-0.06 -0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
20
40
60
80
100
Sports-0.06 -0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
20
40
60
Family/Child-Ent
Differences in % markup-s between Nested logit and Binary Logit specifications
-0.04 -0.03 -0.02 -0.01 0 0.010
10
20
30
Action-0.04 -0.03 -0.02 -0.01 0 0.010
10
20
30
40
Fighting
-0.06 -0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
20
40
60
Racing-0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
10
20
30
40
50
Shooter
-0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
20
40
60
80
Sports-0.05 -0.04 -0.03 -0.02 -0.01 0 0.010
20
40
60
80
100
Family/Child-Ent
Differences in % markup-s between Nested logit and Multinomial Logit specifications
47
Figure E2: Prices of Action Oriented Racing Games introduced for the PlayStation console between Oct 1998 and March 2000
Figure E3: Prices and sales of Role Playing (RPG) Games introduced for the PlayStation console between Oct 1998 and March 2000
48
Table 1.1: Prices and unit sales by age of game
Prices Unit sales Age of game
Mean Std. Dev. Mean Std. Dev.
1 $42.21 $3.08 26,270.8 65,111.5
2 $41.17 $3.36 18,053.9 32,867.2
3 $39.84 $4.46 17,799.8 41,004.9
4 $37.56 $5.67 15,287.2 41,888.7
5 $34.87 $6.47 10,675.3 21,209.2
6 $32.79 $7.38 7,269.2 12,768.6
7 $30.62 $8.12 9,586.9 27,126.1
8 $29.09 $7.78 5,622.9 9,656.5
9 $27.14 $7.29 4,593.9 5,966.8
10 $25.90 $7.30 5,026.4 5,955.2
11 $24.66 $6.93 4,029.4 5,847.1
12 $23.41 $6.98 3,367.5 5,546.0
13 $22.35 $6.69 6,921.4 16,370.2
14 $21.17 $6.21 12,653.4 36,131.6
15 $19.62 $4.54 5,844.7 9,846.2
16 $19.64 $4.72 4,832.7 9,116.7
17 $19.51 $5.01 3,191.9 7,209.1
18 $20.32 $6.01 448.5 332.6
Table 1.2: Distribution of games by genre
Genre Action Fighting Racing Shooter Sports Family/Children's entertainment Other1
Proportion
of games 10.34% 12.45% 13.71% 12.03% 19.18% 13.04% 19.26%
Notes: 1Composed of Adult, Arcade, Adventure, Simulation, Strategy, and Role Playing games.
49
Table 2.1: Price process: regressions of prices on lagged values
Param t-statistic Param t-statistic Param t-statistic
Constant 0.265 0.772 4.891 5.077 6.499 2.955
price(t-1) 0.941 92.913 0.604 9.104 0.416 1.722
price(t-1)2 0.006 5.131 0.012 1.467
price(t-1)3 -0.0001 -0.813
R2 0.8821 0.8908 0.8909
Box-Pierce-Ljung
Statistic2 1.3978 1.1107 1.0877
Nobs 1087
Notes: 1Design matrix not of full rank after adding 4th order lagged price term.2Tests against the null of no first-order auto-correlation in residuals in the
presence of lagged dependent variables (Ljung and Box, 1978). The corresponding critical value, χ2(1) at the 1% level is 6.635 (i.e. the null is not rejected).
Table 2.2: Testing for autocorrelation in pricing errors by genre
GENRE: Action Fighting Racing Shooter Sports Family/Children’s
Entertainment
param t-stat param t-stat param t-stat param t-stat param t-stat param t-stat
Constant 11.414 0.790 11.552 1.500 3.101 0.697 2.177 0.384 15.479 1.355 13.382 1.675
price(t-1) 0.334 0.206 -0.187 -0.241 0.661 1.139 0.896 1.332 -0.271 -0.229 -0.170 -0.183
price(t-1)2 -0.002 -0.025 0.034 1.384 0.006 0.274 -0.005 -0.179 0.028 0.722 0.027 0.793
price(t-1)3 0.000 0.358 0.000 -1.273 0.000 -0.087 0.000 0.351 0.000 -0.431 0.000 -0.459
Box-Pierce-Ljung
Statistic1 6.64E-04 4.65E-06 0.0333 0.3904 0.0422 2.1804
Breush-Godfrey Statistic2 0.8838 0.8718 0.5316 1.6815 0.632 2.5078
R2 0.8659 0.8991 0.9292 0.8786 0.8805 0.8777
Nobs 111 137 148 132 209 147
Notes: Tests against the null of no first-order auto-correlation in residuals in the presence of lagged dependent variables (1Ljung and Box, 1978; 2Godfrey,
1978). The corresponding critical value, χ2(1) at the 1% level is 6.635 (i.e. the null is not rejected).
50
Table 3: Demand estimates (2-segment solution)
Variable Parameter t-statistic
Segment 1*
Price (β1) -0.017 -3.326
Segment 2
Constant (λ) -0.088 -1.175
Price (β2) -0.116 -2.177
Genre fixed effects**
λAction 0.001 0.294
λFighting -0.045 -0.366
λRacing -0.021 -2.257
λShooter -0.012 -3.014
λSports -0.122 -2.163
λFamily/Children's entertainment -0.020 -0.380
ln(φ2/(1- φ2))*** 0.340 3.376
Price process
Constant (a0) 5.159 3.694
price(t-1) (a1) 0.616 3.499
price(t-1)2 (a2) 0.027 1.128
price(t-1)3 (a3) 0.000 0.987
Price std. deviation (σp) 3.213 4.355
Demand shock std. deviation (σξ) 1.349 6.038
Corr. coefficient (ρ) 0.054 0.383
Log-likelihood -16423.75
Number of observations 1087
*Full set of 102 game-specific intercepts estimated for segment 1, but not reported.**”Other” genre
is the base. *** implies φ2 = 0.58
Table 4: Price elasticities averaged by game age
Notes: 1 should be interpreted as, a 1% increase in prices in period 1 reduces period 1 demand by
0.525%, increases period 2 demand by 0.125%, period 3 demand by 0.111% etc.
On
demand in
period:1
Average (across games) effect of a % change in price in period:
1 2 3 4 5 6 7 8 9 10 11 12
1 -0.525
2 0.125 -0.713
3 0.111 0.139 -1.292
4 0.946 0.120 0.245 -1.962
5 0.844 0.180 0.241 0.337 -2.465
6 0.794 0.185 0.234 0.336 0.324 -2.680
7 0.799 0.942 0.139 0.383 0.281 0.353 -2.588
8 0.829 0.893 0.119 0.164 0.240 0.230 0.265 -2.588
9 0.772 0.792 0.113 0.154 0.174 0.268 0.250 0.262 -2.530
10 0.763 0.733 0.146 0.145 0.158 0.160 0.237 0.178 0.197 -2.452
11 0.794 0.637 0.866 0.129 0.147 0.135 0.127 0.154 0.159 0.170 -2.277
12 0.795 0.559 0.785 0.123 0.139 0.128 0.116 0.122 0.150 0.159 0.137 -2.179
51
Table 5: Observed and predicted prices across games
Observed prices Predicted prices Age of game
Mean Std. Dev. Mean Std. Dev.
1 $42.21 $3.08 $36.55 $12.18
2 $41.17 $3.36 $36.40 $10.63
3 $39.84 $4.46 $34.55 $8.87
4 $37.56 $5.67 $32.40 $6.96
5 $34.87 $6.47 $28.85 $7.38
6 $32.79 $7.38 $26.41 $8.14
7 $30.62 $8.12 $25.66 $8.10
8 $29.09 $7.78 $23.13 $5.69
9 $27.14 $7.29 $21.56 $5.11
10 $25.90 $7.30 $20.75 $5.67
11 $24.66 $6.93 $20.09 $4.91
12 $23.41 $6.98 $18.86 $5.02
13 $22.35 $6.69 $16.34 $6.00
14 $21.17 $6.21 $15.85 $5.09
15 $19.62 $4.54 $13.57 $4.32
16 $19.64 $4.72 $11.54 $5.64
17 $19.51 $5.01 $10.09 $5.23
18 $20.32 $6.01 $9.99 $4.78
Figure 1: Proportion of segment 2 consumers in market by game age
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Figure 2: Distribution of price elasticities of demand by game age
Notes: Figure 2 shows the distribution of price elasticities of demand across games by the age of the
game, computed at the final parameter values. The demand elasticity for game j of age t, ηjt, is
computed as the % change in the demand for game j in the tth period after its introduction, due to a 1%
change in its price in that period. The plot shows the distribution of ηjt across all j for each t. The
boxplot should be read as follows: e.g. 1-month after introduction, the mean price elasticity across games is around -0.5, with (-0.25,-0.75) as the 5th and 95th percentiles.
Figure 3: Equilibrium pricing policy – “Akuji: The Heartless”
Figure 4: Value function – “Akuji: The Heartless”
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Figure 5: Option value of waiting, and purchase hazards for segments 1 & 2 for game “Akuji:
The Heartless”
Figure 6: Optimal pricing policy with forward-looking consumers at different values of the
consumer’s discount factor
δ = 0.975
δ = 0.0
δ = 0.90
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Figure 7: Profits under myopic consumers relative to those under forward-looking consumers
PDV of profits under myopic consumers is 172.2% higher (8.41 vs. 22.9 M)
Figure 8: Effect of incorrect beliefs of firm about consumer forward-looking behavior on profits