What is it about?
The purpose of this paper is to examine the respective effects of advertising, word of mouth (operationalized as “tweets” on Twitter), and serialization on sales of console game series in Japan. To do this, the author classified console game series into four categories on the basis of their sales, identified a singular case that corresponds to each category, and presented a performance calculation model that approximates variation in sales for the first and second titles of each series.
Featured Image
Why is it important?
The research subject, video game console series in the Japanese market, represents a new area of research. Through the simulation, the finding that the WOM effect is weak in second title releases has academic worth and can be used for forecasting purposes.
Perspectives
Read the Original
This page is a summary of: Effects for console game sales in Japan market, Asia Pacific International Journal of Marketing, January 2015, Emerald,
DOI: 10.1108/apjml-05-2014-0084.
You can read the full text:
Contributors
The following have contributed to this page