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.
White, Keaton C., "Is There Country-of-Origin Bias in the Video Game Market?" (2009). Economics Honors Projects. Paper 16.
© Copyright is owned by author of this document