Cited by 605Digital Platforms and EconomicsBusiness Strategy and InnovationMerger and Competition Analysis

Some Empirical Aspects of Multi-sided Platform Industries

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Evans, David S.·2003·Review of Network Economics

Abstract

Multi-sided platform markets have two or more different groups of customers that businesses have to get and keep on board to succeed. These industries range from dating clubs (men and women), to video game consoles (game developers and users), to payment cards (cardholders and merchants), to operating system software (application developers and users). They include some of the most important industries in the economy. A survey of businesses in these industries shows that multi-sided platform businesses devise entry strategies to get multiple sides of the market on board and devise pricing, product, and other competitive strategies to keep multiple customer groups on a common platform that internalizes externalities across members of these groups.

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Crossref · 10.2202/1446-9022.1026

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Authors
Evans, D. S.
Corresponding author
Evans, David S.
Venue
Review of Network Economics
Published
2003-01-01
Volume
2
Issue
3
ISSN
  • 1446-9022 (ISSN-L)
  • 2194-5993
OpenAlex
W3121793527
Cited by
605
References
31
Citations by year
2026: 21 · 2025: 23 · 2024: 47 · 2023: 50 · 2022: 49 · 2021: 41 · 2020: 42 · 2019: 50 · 2018: 33 · 2017: 32 · 2016: 25 · 2015: 27 · 2014: 20 · 2013: 19 · 2012: 19
FWCI
31.24
Type
journal article
Language
en
Open access
Locations
  • Review of Network Economics (publishedVersion)
  • SSRN Electronic Journal (acceptedVersion)
Topics
  • Social Sciences › Business, Management and Accounting › Strategy and Management › Digital Platforms and Economics
  • Social Sciences › Business, Management and Accounting › Strategy and Management › Business Strategy and Innovation
  • Social Sciences › Economics, Econometrics and Finance › Economics and Econometrics › Merger and Competition Analysis
Keywords
multi-sided platforms, platform business models, market entry strategy, pricing strategy, product strategy, externalities, customer retention, network effects, payment card industry, operating system software, video game consoles

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