Nonlinear Pricing with Product Customization in Mobile Service Industry
By Yao Luo. 2011
306 citations recorded by the source corpus.
Subfields: Marketing, Strategy and Management
View Paper: https://www.semanticscholar.org/paper/49104c9f24e0a7be32242a9b44f20782b86a6d44
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Marketing
- Joseph E. Harrington Jr.
- Jiawei Chen
- Feng Zhu
- A. Steinmetz
- Thorsten Hennig-Thurau
- André Marchand
- Michael Lounsbury
- Marc Bataille
In Strategy and Management
- Feng Zhu
- G. Fisher
- A. Steinmetz
- Thorsten Hennig-Thurau
- André Marchand
- Danny Miller
- Michael Lounsbury
- Marc Bataille
Citations in the corpus
- Avoiding market dominance: product compatibility in markets with network effects (2009, background): “As a point of comparison, Dranove and Gandal (2003) and Gandal, Kende, and Rob (2000) report own-price elasticities of −1.20 for DVD players and −.54 for CD players, respectively, whereas Clements and Ohashi (2005) report own-price elasticities ranging from −2.15 to −.18 for video game consoles.”
- Entry into Platform-Based Markets (2012, methodology): “In markets where the popularity of applications declines rapidly after their releases, this assumption of myopic developers provides a good approximation (Nair et al. 2004; Clements and Ohashi 2005; Prieger and Hu 2006).”
- Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013, background): “Clements and Ohashi (2005) recommend a penetration pricing strategy for hardware with lower margins at the beginning of a console's life cycle, which helps the hardware provider build a strong installed base that enhances the long-term success of the platform by attracting attractive software…”
- Optimal distinctiveness: Broadening the interface between institutional theory and strategic management (2017, background): “These categories build on technological advances in hardware and software, and are propelled by gamers’ fast-changing tastes (Bayus and Shankar, 2003; Clements and Ohashi, 2005).”
- Intermodal competition on some routes in transportation networks: The case of inter urban buses and railways (2013, background): “More recently there have been a number of studies that have applied the analysis to policy decisions, such as studies on computer operating systems (Gisser & Allen, 2001; McHardy, 2006) and video games (Clements & Ohashi, 2005).”