Macalester College DigitalCommons@Macalester College Honors Projects Economics Department 4-24-2009 Is There Country-of-Origin Bias in the Video Game Market? Keaton C. White Macalester College,
[email protected] Follow this and additional works at: http://digitalcommons.macalester.edu/ economics_honors_projects Part of the Asian Studies Commons, Behavioral Economics Commons, East Asian Languages and Societies Commons, International Business Commons, International Economics Commons, and the Other Economics Commons Recommended Citation White, Keaton C., "Is There Country-of-Origin Bias in the Video Game Market?" (2009). Honors Projects. Paper 16. http://digitalcommons.macalester.edu/economics_honors_projects/16 This Honors Project is brought to you for free and open access by the Economics Department at DigitalCommons@Macalester College. It has been accepted for inclusion in Honors Projects by an authorized administrator of DigitalCommons@Macalester College. For more information, please contact
[email protected]. Is there country-of-origin bias in the video game market? Keaton White April 24, 2009 Karine Moe, Advisor Macalester College, Department of Economics Abstract: This paper tests for the existence of country-of-origin bias in the video game market. Using aggregate sales data from Japan and the US, I measure the effect of country-of-origin on video game sales in each respective country while controlling for genre, system, quality, and target age group, as well as domestically targeted games and superstar effects. I find that a significant country-of-origin bias exists in both game markets in favor of domestic titles. Introduction The video game industry is one of the fastest growing entertainment markets in the world.