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Don’t Look Back? Backward Compatibility in the Video Gaming Industry
Joe Cox
, Paul Crosby
, Jordi McKenzie
Macquarie University
Research output
:
Contribution to journal
›
Journal Article
›
peer-review
2
Citations (Scopus)
Overview
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Keyphrases
Video Games
100%
Backward Compatibility
100%
Game Industry
100%
Absence of Evidence
28%
Platform Owner
28%
Modern Hardware
28%
Associated Costs
14%
Hardware Platform
14%
Sales Data
14%
Governance Strategy
14%
Backward Compatible
14%
Hardware Generation
14%
Hardware Model
14%
Software Layer
14%
Displacement Effect
14%
New Platform
14%
Indirect Network Effects
14%
Computer Science
Backward Compatibility
100%
Computer Hardware
71%
Platform Owner
28%
Hardware Platform
14%
Positive Effect
14%
Released Software
14%
Time-Sensitive
14%
Indirect Network
14%
United States of America
14%
Economics, Econometrics and Finance
Specific Industry
100%
Network Economics
50%