Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors
Abstract
:1. Introduction
1.1. Platform ecosystems
1.2. Winner-Takes-All Competitive Mindset
1.3. Focus and Purpose of Study
Are complementors’ symbiotic actions as frequent as their winner-takes-all actions, and what factors influence their competitive and symbiotic activities?
1.4. Definition of Influence α Related to Winner-Takes-All Situations for Complementors
1.5. Possible Influencial Factors on Complementors’ Competitive or Symbiotic Action
1.6. Framework of Analysis
2. Materials and Methods
2.1. Modelling
2.1.1. Competitive Lotka–Volterra Equations
2.1.2. Differences between Competition among Species and among Platform Ecosystems
2.2. Empirical Analysis
2.2.1. Dataset
2.2.2. Analysis 1: Estimating the Value of Influence α
2.2.2.1. Modification of Competitive Lotka–Volterra Equations
2.2.2.2. Application of Dataset
- [a]
- We assumed a possible range of influence from −1.5 to 1.5 in units of 0.1. For each time period , we plugged each value of influence (−1.5~1.5) into Equation (4) and calculated the OLS regression. Here, is given as the regression coefficients.
- [b]
- In each platform and time period , we selected whose value of adjusted is at its maximum when the value of is positive.
- [c]
- To ensure the validity of the estimation of , if the significance of the estimated model on platform in time period did not satisfy the condition p < 0.01, was set as the missing value.
- [d]
- We assumed that decision making for software provision on platform is more affected by the conditions of platform than by those of other platforms. Next, when the condition was satisfied, was set as the missing value.
- [a]
- In units of 0.1 of the share of the game software provided (), we calculated the standard deviation of influence as .
- [b]
- We modeled for the estimation of depending on as . Then, we estimated and using an OLS regression.
- [c]
- Since the value of ranged from 0 to 1, we set as the standard. Then, we modified as .
2.2.3. Analysis 2: Mechanisms for Change in Influence α
2.2.3.1. Variables: Relationship among Platform Ecosystems
2.2.3.2. Variables: Environment of Platform Ecosystem
2.2.3.3. Variables: Culture of Complementors in Platform Ecosystem
2.2.3.4. Summary of Variables
2.2.3.5. Statistical Method
3. Results
3.1. Results of Analysis 1
3.2. Results of Analysis 2
4. Discussion
4.1. Interpretation of Results
4.2. Theoretical Implications
4.3. Managerial Implications
4.4. Limitations and Future Research
Funding
Acknowledgments
Conflicts of Interest
References
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Generation | Platform Name |
---|---|
1st (standard for following generations) | Nintendo Entertainment System, Sega Master System. |
2nd | PC Engine, MEGA DRIVE, Super Nintendo Entertainment System, NEOGEO. |
3rd | NEOGEO CD, SEGA SATURN, PlayStation, PC-FX, VIRTUAL BOY, 3DO, NINTENDO64. |
4th | Dreamcast, PlayStation 2, NINTENDO GAMECUBE, Xbox. |
5th | Xbox 360, PlayStation 3, Wii. |
6th | Wii U, PlayStation 4, Xbox One. |
Platform Name | Preceding Platform | Succeeding Platform | Provider | Type | Release Date in Japan | Gene-Ration |
---|---|---|---|---|---|---|
SEGA SATURN | MEGA DRIVE | Dreamcast | SEGA | Stationary | Nov. 1994 | 3 |
PlayStation | - | PlayStation 2 | Sony Computer Entertainment | Stationary | Dec. 1994 | 3 |
PC-FX | PC Engine | - | NEC | Stationary | Dec. 1994 | 3 |
NINTENDO 64 | Super Nintendo Entertainment System | NINTENDO GAMECUBE | Nintendo | Stationary | Jun. 1996 | 3 |
Dreamcast | SEGA SATURN | - | SEGA | Stationary | Nov. 1998 | 4 |
PlayStation 2 | PlayStation | PlayStation 3 | Sony Computer Entertainment | Stationary | Mar. 2000 | 4 |
NINTENDO GAMECUBE | NINTENDO 64 | Wii | Nintendo | Stationary | Sep. 2001 | 4 |
Xbox | - | Xbox 360 | Microsoft | Stationary | Feb. 2002 | 4 |
Nintendo DS | GAMEBOY ADVANCE | Nintendo 3DS | Nintendo | Portable | Dec. 2004 | 5 |
PlayStation Portable | - | PlayStation Vita | Sony Computer Entertainment | Portable | Dec. 2004 | 5 |
Xbox 360 | Xbox | Xbox One | Microsoft | Stationary | Dec. 2005 | 5 |
PlayStation 3 | PlayStation 2 | PlayStation 4 | Sony Computer Entertainment | Stationary | Nov. 2006 | 5 |
Wii | NINTENDO GAMECUBE | Wii U | Nintendo | Stationary | Dec. 2006 | 5 |
Nintendo 3DS | Nintendo DS | - | Nintendo | Portable | Feb. 2011 | 6 |
PlayStation Vita | PlayStation Portable | - | Sony Computer Entertainment | Portable | Dec. 2011 | 6 |
Class | Variable | Expression |
---|---|---|
1. Relationship among platform ecosystems | Degree of monopolization of platforms in the market | |
1. Relationship among platform ecosystems | Similarity of product category of complementary goods | |
1. Relationship among platform ecosystems | Embeddedness of complementors in the platforms | |
1. Relationship among platform ecosystems | Influence from related platforms: preceding one and succeeding one | , |
2. Environment of the platform ecosystem | Bias of sales volume of complementors | |
2. Environment of the platform ecosystem | Bias of scale of product category of complementary goods | |
2. Environment of the platform ecosystem | Growth and decline of the platform ecosystem: lifecycle stage 1 (introduction), stage 2 (growth), stage 3a (sustained maturity), stage 3b (maturity), stage 3c (declining maturity), and stage 4 (decline) | , , , , , |
3. Culture of complementors in the platform ecosystem | Degree of experience in the market | |
3. Culture of complementors in the platform ecosystem | Degree of new participation in the platform: rate of movers from other platforms, and rate of entrants in the market | , |
Variable | Model 1 | Model 2-a | Model 2-b | Model 3 | ||||
---|---|---|---|---|---|---|---|---|
Monopolization of the market | 0.06 | ** | 0.01 | 0.05 | ** | 0.00 | ||
(0.01) | (0.01) | (0.01) | (0.01) | |||||
Similarity of product category | −0.01 | 0.01 | −0.02 | 0.01 | ||||
(0.03) | (0.01) | (0.02) | (0.01) | |||||
Embeddedness of complementors | −0.08 | ** | −0.06 | ** | −0.13 | ** | −0.07 | ** |
(0.03) | (0.01) | (0.04) | (0.02) | |||||
Influence of preceding platform | −0.03 | ** | −0.02 | ** | −0.03 | ** | −0.02 | ** |
(0.01) | (0.00) | (0.01) | (0.01) | |||||
Influence of succeeding platform | 0.01 | 0.00 | 0.00 | 0.00 | ||||
(0.01) | (0.00) | (0.01) | (0.00) | |||||
Bias of sales volume | 0.05 | ** | 0.04 | * | ||||
(0.01) | (0.02) | |||||||
Bias of product category | −0.02 | −0.03 | * | |||||
(0.02) | (0.01) | |||||||
Lifecycle stage: growth | −0.11 | * | −0.11 | ** | ||||
(0.05) | (0.03) | |||||||
Lifecycle stage: sustained maturity | −0.05 | −0.05 | ||||||
(0.04) | (0.03) | |||||||
Lifecycle stage: declining maturity | 0.03 | * | 0.01 | |||||
(0.01) | (0.01) | |||||||
Lifecycle stage: decline | 0.10 | ** | 0.09 | ** | ||||
(0.03) | (0.03) | |||||||
Experience in the market | −0.03 | * | −0.03 | * | ||||
(0.02) | (0.01) | |||||||
Rate of movers from other platforms | −0.06 | ** | −0.03 | ** | ||||
(0.01) | (0.01) | |||||||
Rate of entrants to the market | 0.00 | 0.03 | ** | |||||
(0.01) | (0.01) | |||||||
Intercept | 0.02 | 0.03 | 0.03 | 0.03 | ||||
(0.04) | (0.04) | (0.04) | (0.03) | |||||
Adjusted | 0.28 | 0.60 | 0.45 | 0.64 |
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Share and Cite
Inoue, Y. Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors. Sustainability 2019, 11, 726. https://doi.org/10.3390/su11030726
Inoue Y. Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors. Sustainability. 2019; 11(3):726. https://doi.org/10.3390/su11030726
Chicago/Turabian StyleInoue, Yuki. 2019. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors" Sustainability 11, no. 3: 726. https://doi.org/10.3390/su11030726
APA StyleInoue, Y. (2019). Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors. Sustainability, 11(3), 726. https://doi.org/10.3390/su11030726