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Although markets for network goods and services such as video games, DVD-players, or PC hard-and software have since long become a standard topic of economic research and textbooks, our understanding of their emergence is less well advanced. The extent literature is particularly 'blind' with regard to cases in which the compelling content that eventually drives demand for innovative hardware is not yet known. In such cases not the availability of a large content variety as such but thedoi:10.1109/hicss.2007.249 dblp:conf/hicss/Haas07 fatcat:vmaisa3asjcazhgjaekl5boiv4