![]() Owing to reduced porting costs, publishers increasingly multihome software, that is, they release game titles for more than one platform to tap a greater market (Corts & Lederman, 2009). ![]() In the video game console industry, game (i.e., software) releases increase the value of a corresponding console (i.e., platform) to consumers and thereby its sales (Landsman & Stremersch, 2011). New releases of movies and series are vital to attract customers to Netflix and Disney+ and releasing new books is key for the sales of Amazon’s Kindle. The economic success of digital entertainment platforms, from music streaming to video gaming, hinge on a steady supply of enticing software. By contrast, multihoming to mobile devices is most beneficial early on. Software quality and console age moderate these relationships, with negative spillovers from multihoming to previous-generation consoles being rooted in lower-quality games and games released later in the console’s lifecycle. Whereas multihoming to previous-generation consoles cannibalizes focal console sales, multihoming to mobile devices exerts complementary effects. This study investigates multihoming to distal markets in the seventh and eighth game console generations. In the video game console industry, these include previous-generation consoles, handhelds, or mobile devices. ![]() Research has examined such software multihoming across competing platforms of the same technology generation (i.e., the proximal market) however, publishers increasingly multihome software to platforms in distal markets. While publishers benefit from releasing software across multiple platforms to tap a greater market, platform manufacturers often seek exclusive release to differentiate from competitors. Steady software supply is a crucial driver of platform sales.
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