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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Multi-homing in ecosystems and firm performance:</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sami Hyrynsalmi</string-name>
          <email>sami.hyrynsalmi@tut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arho Suominen</string-name>
          <email>arho.suominen@vtt.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Slinger Jansen</string-name>
          <email>slingerjansen@uu.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Katariina Yrjönkoski</string-name>
          <email>katariina.yrjonkoski@tut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University of Technology, Department of Pori</institution>
          ,
          <addr-line>Pori</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Utrecht University, Department of Information and Computer Sciences</institution>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>VTT Technical Research Centre of Finland</institution>
          ,
          <addr-line>Espoo</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Joining or leaving a platform ecosystem is a crucial strategic decision for a software producing organization. Multi-homing is strategy where a company participate more than one platform ecosystem. A decision to multi-home entails considerable impact for companies, as entering into a new ecosystem always requires investments in, e.g., developing, maintaining and marketing a platform specific extension. While a costly decision, it also opens new markets in domains where customers seldom multi-home, i.e., it is a reliable way to address new markets. Multi-homing strategies are infrequently addressed topic in the literature and their impacts on the performance of the companies are rarely analyzed. In this paper, we study how the decision to multi-home aects to the performance of Finnish game companies. Our results question previous assumptions that multihoming has a positive impact on firm performance, as our study finds is unable to find support for the dierences in performance for single- or multi-homing companies. This might be due to a development in which it is a norm in the market is to publish simultaneously for all ecosystem in order to consolidate their position in the market.</p>
      </abstract>
      <kwd-group>
        <kwd>multi-homing</kwd>
        <kwd>software ecosystems</kwd>
        <kwd>strategic management</kwd>
        <kwd>platforms</kwd>
        <kwd>two-sided markets</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        The main dierence between artificial ecosystems, such as business ecosystems, and
natural ecosystems is that the actors of the former are aware of their existence and can
make deliberate actions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The conscious action can be, e.g., the selection of the best
fitting environment for an individual actor. The actors of the former—the famous lion
and antelope from Moore’s [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] metaphor—are not able to change the savanna to more
suitable environment.
      </p>
      <p>
        The actors have the capability to make conscious decisions, allowing them to select
in which of the competing ecosystems to join. The actors can even decide to join more
than one of the competing ecosystems — a behaviour that is referred to as ‘multi-homing’
[
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. Multi-homing is a significant factor in the competition between ecosystems [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4, 5, 6</xref>
        ].
As an example, a mobile software developer is multi-homing when it is oering the same
or dierent products for Google’s Android as well as for iOS. The opposite, participating
only on one ecosystem is called ’single-homing’ [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        As each ecosystem has an entry barrier [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], the multi-homing strategy incurs new costs
for the developing company. In the software ecosystem domain, entry barrier can be, for
example, a fee of participation or ecosystem specific development tools or skills needed.
For instance, there is a registration fee of USD 25 $ in Google Play1 and the ocial
development tool is Java-based Android SDK. A membership allowing publication in
Apple’s App Store costs USD 99 $2 and iOS applications ocial development tool iOS
SDK supports Swift and Objective-C languages.
      </p>
      <p>
        In the software context, there are tools to reduce the cost of cross-ecosystem
development [c.f. 8, 9, 10]; however, multi-homing is never free even in software domain.
Cross-ecosystem development insures cost that are not only technology related, e.g.,
product management, maintenance, marketing. In addition, the technical cost of using
dierent programming languages and environment used in the dierent ecosystems also
increase the multi-homing costs [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Thus, the decision to contribute more than one
ecosystem is balancing between gaining a potentially larger market share [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] as well as
reducing dependency on a single orchestrator [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] against to the increased costs [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Interestingly, the impacts of multi-homing strategy for a company are rarely addressed
topic [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Most, if not all, of the extant literature of multi-homing focuses on the ecosystem
level analyses and bypasses company level investigations. Nevertheless, multi-homing
seems to be an ever-increasing strategy due growing importance of ecosystems and
platforms in the software business [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], and it will play an in important role in software
companies’ strategic actions. Therefore, this study takes an empirical approach to study
how the multi-homing decision aects the performance of individual actors — posing
the research question how does the multi-homing strategy impact the performance of a
company? This approach diers remarkably from those of previous studies.
      </p>
      <p>
        In this study, we analyze the performance of Finnish game companies based on
their public financial information. The empirical sample is data of 208 Finnish game
companies. We utilize the categorization of developed by Still et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] that created four
performance classes for Finnish game companies. In addition we gathered information
on the companies’ software products, if a company is developing products to the mobile
domain and if so, do the companies single- or multi-home. We go on to incorporate
additional financial data from Orbis database and analyze if multi-homing game developers
dier from the population.
      </p>
      <p>The remainder of the paper is structured as follows. Section 2 presents previous work
of multi-homing of software companies. It is followed by a description of the research
approach, sampling and research process in Section 3. The following section presents the
results while Section 5 discusses on the findings. The final section concludes the study
with proposals for future work.
1 Android Developers – Get Started with Publishing. https://developer.android.com/
distribute/googleplay/start.html
2 Apple Developer – Choosing a Membership. https://developer.apple.com/support/
compare-memberships/</p>
    </sec>
    <sec id="sec-2">
      <title>2 Related work</title>
      <p>In the forthcoming, we will go trough previous studies regarding multi-homing. The
literature review is divided into two parts: 1) Surveys on multi-homing in software
business domain. 2) Theoretical studies on multi-homing and its impacts.</p>
      <sec id="sec-2-1">
        <title>2.1 Multi-homing surveys</title>
        <p>
          The mobile application ecosystems have been a regular study object for multi-homing
studies. Several studies have all analyzed multi-homing in these markets [c.f. 12, 15, 17,
18, 19] . However, all these studies have considered ecosystems at dierent life-cycle
phases, making it dicult to compare the results. Boudreau [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] found that multi-homing
companies were rare in his dataset of mobile applications during 1999–2004. A decade
later, Hyrynsalmi, Suominen and Mäntymäki [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] found also small general levels of
multi-homing: only 1.7–3.2% of applications and 5.8–7.2% developers were
multihoming. However, they showed also that from the most popular applications 41–58%
and 42–69% from the most important developer were multi-homing. In addition, there
seem to be an overall trend that more developers and applications are multi-homed.
        </p>
        <p>
          In addition to the mobile domain, multi-homing has been studied in a few areas.
For example Burkard et al. [
          <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
          ] have studied multi-homing in SaaS CRM solution
ecosystems, finding that a small level of developers multi-home in these market. In
other industrial domains, a considerable amount of studies has also been published. For
example, Rysman [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] has empirically analyzed multi-homing in payment card markets
in USA. He showed that customers’ concentrate their using on a single card whereas
over 60% of the customer have several credit cards.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Theoretical analysis of multi-homing’s impact</title>
        <p>
          From theoretical point-of-view, multi-homing eects on the whole ecosystem and on
the competition between the ecosystems have been addressed frequently [see 14, 23, for
literature reviews]. Sun and Tse [
          <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
          ], for example, presented that the fate of competing
ecosystems depends on the single- and multi-homing patterns of the developers. If among
competing ecosystems, most of the developers multi-home, it supports the existence of
several competing ecosystem. If, however, the developers between competing ecosystems
most often single-home, Sun and Tse [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] results suggest that one ecosystem emerges a
dominant ecosystem — a monopoly. Hyrynsalmi [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], e.g., used their theory to forecast
that several mobile application ecosystems — e.g., Apple’s App Store and Google Play
[
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] — can survive and compete also in the future.
        </p>
        <p>
          Sun and Tse’s [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] theory also states that if the business segment is single-homing
market, only one dominant ecosystem will survive. As an example, Microsoft Windows
operating system and its dominance in the market can be considered. While competing
operating systems have survived in niche customer segments, dierent versions of
Windows operating system control over 90%3 of the desktop operating system market.
3 NetMarketShare – Desktop Operating System Market Share. https://www.netmarketshare.
        </p>
        <p>com/operating-system-market-share.aspx</p>
        <p>
          Eisenmann, Parker and van Alstyne [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] as well as Cusumano [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] have continued
this discussion by presenting the eects of multi-homing to the competition of dierent
kinds of business ecosystem. For example, Cusumano [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] notes that customers’ strategy
to single-home was among the main reasons why VHS versus Betamax battle ended in
the extinction of the alternative standard.
        </p>
        <p>
          Landsman and Stremersch [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] have followed the same line of research. They studied
the multi-homing in a game console market and showed that initially a multi-homing
strategy hurts the sales of the hardware consoles but this eect melts away when
the ecosystem ages. They also divided multi-homing into two dierent categories: 1)
Seller-level multi-homing refers to a situation where the same producer works several
ecosystem. 2) Platform-level multi-homing refers to a case where the product is oered
for several ecosystem. While these two are naturally correlated, it is also possible that a
produce oers dierent products for dierent ecosystem — and that the same product
is implemented by dierent parties to dierent ecosystem. As an example of the latter,
please consider Facebook application that has been produced to Google Play and Apple’s
AppStore by Facebook, Inc. whereas Microsoft Corporation is the publisher of the ocial
Facebook application for Windows Phone.
        </p>
        <p>
          As previously discussed, Hyrynsalmi et al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] studied multi-homing patterns in
mobile application ecosystems. They showed that while overall levels of multi-homing
are small, the most used applications are available in all competing software ecosystems
and the most important software vendors multi-home. They called these kinds of domains
as multi-level two-sided markets to depict the dierence between the general level of
multi-homing and the superstar products’ multi-homing rates. They showed that the best
performing applications are multi-homed whereas average perfoming applications often
are not.
        </p>
        <p>To summarize the literature review, studies empirically surveying multi-homing
strategy of software companies are scarce. Furthermore, the multi-homing research
often focuses on the ecosystem level by addressing the amount of multi-homers and
single-homers [e.g. 12, 15, 23], and analyses on a company-level are rare. There have
been previous studies focusing on structuring the impacts of multi-homing on ecosystem
as a whole as well as on competition of several ecosystems. However, there seems to
be a lack of company level studies analyzing the impact of multi-homing on company
performance.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Research approach</title>
      <p>In the following, we will present and motivate the research question of this study. It is
followed by a short presentation about the Finnish game industry, which serves as a
setting for our study. This section ends in a description of data collection procedures
used.</p>
      <sec id="sec-3-1">
        <title>3.1 Research objective</title>
        <p>
          Previously, Hyrynsalmi et al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] showed that the majority of the most popular
applications in the mobile application marketplaces are multi-homed. On the contrary,
they also showed that most of the applications that have not succeeded, measured by
the number of downloads or revenue gathered, are single-homed. This leads us to our
working hypothesis that multi-homing companies perform financially better compared
to single-homers. The hypothesis, however, does not take a stance on correlation and
causality. That is, in this study we do not assess whether multi-homing leads to a better
performance or do well-performing companies decide to multi-home. To summarize,
this study focuses on the question:
RQ Does a multi-homing strategy impact the performance of a company
Finnish game scene has had a long tradition on studios publishing for video games for
several dierent platforms from feature phones to game consoles. Only with the growth of
mobile ecosystems have we seen a strong increase in companies developing to the mobile
domain. It has been noted that the app economy is growing extremely fast, c.f. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], and
we expect this transition have led to higher performance of mobile game companies when
compared to non-mobile ones. In addition, competition of mobile ecosystems has been
tight, there have been several dierent ecosystem to which join (e.g. Nokia Ovi) and that
multi-homing costs for a mobile application be assumed to smaller than, for example,
for a console or PC game. That is, developing a game for several mobile ecosystems is
assumed to be cheaper than developing a game for several console ecosystems. Therefore,
we pay a special attention in the following analysis on the mobile game companies as we
are expecting to see a higher level of multi-homing in this market.
        </p>
        <p>
          As the second point we focus specifically on the impact of multi-homing. Previous
studies have suggested that multi-homing companies would perform better than
singlehoming companies [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. These finding are however based on an ecosystem level evaluation,
leaving open the question if at a company level publishers that multi-home would perform
better than single-homing companies. In this study, we analyze seller-level multi-homing
— i.e., do a company work for several ecosystem with same or dierent products — and
performance of multi-homing companies.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Industrial context — Finnish game industry</title>
        <p>The game industry in Finland has been in the spotlight due to fast growing companies and
even unicorns, technology companies valued over $1 billion, like Supercell and Rovio
Entertainment. Dating back to the 1980s, game developers have been more noticeable in
the Finnish industrial landscape through demo scenes and early video game developers,
such as Remedy Entertainment Oy with its Max Payne series. Not only the international
success of a few game developers, but the information technology industry has been the
significant growth agent in the Finnish industrial landscape during the 1990s and 2000s.
In this growth, the impact of Nokia was significant, not only creating mobile devices,
but opening the way for mobile games. The first significant mobile game, Snake, was
developed by Nokia and included into several early mobile phone models.</p>
        <p>The advent of smart phones changed the digital distribution channels for third party
content, with the introduction of application (App) stores, opening opportunities for game
developers to create content to mobile devices. Early success stories, such as Remedy
Entertainment and, more recent, Rovio Entertainment and Supercell have attracted
venture capital resulting in a strong increase in game industry, specifically companies
developing game content to mobile devices.</p>
        <p>The not-for-profit hub for the Finnish game industry, Neogames, estimates that the
revenue of the Finnish game industry is in the range of 2.4 billion euros in 2015. This
is a 33 percent growth compared to 2014. Neogames estimates that the majority of the
revenues of the industry comes from exports.</p>
        <p>
          The amount of foreign investment in the Finnish game companies has been significant.
In 2014, 11 game studios received capital investment in the sum of 33 million euros
and in 2015 Finnish companies receives 36 million euros divided into Eight game
studios. In 2015 the Finnish game industry released a total of 150 commercial games,
published in several platforms. To date, the Finnish game industry remains mobile driven,
where Finnish companies have also resulted in the most successes. In addition to the
mobile platforms, most significantly Apple and Android, Steam, the Internet-based
digital distribution platform has received significant interest. In addition the Finnish
game companies, taking to its roots, published 30 PC or console games in 2015. [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3 Data collection</title>
        <p>For this study, we selected a population of a specific type: Finnish video game developers.
The game developers were chosen due to two reasons: First, games are products that are
frequently oered for several ecosystems. Thus, the video game industry should oer a
good amount of information from both single- and multi-homing developers. Second, a
crosscut of an industry allows us to see dierences in dierent market domains.</p>
        <p>The sample was constructed by downloading a list of all game producing organizations
provided by Neogames Finland4, the not-for-profit hub of the Finnish game industry. The
list of companies was downloaded in the end of October 2016. The list contained 277
organizations categorized into the group ‘Game development and publishing’. Neogames’
list also provides a rough categorization in which market the company operates. As 197
(71.2%) of the companies in the list declares working in the mobile market, we pay a
special attention in the analysis to the mobile application ecosystems.</p>
        <p>The Orbis database was used to gather financial data for all companies.
Companies were identified in the database by name, manually checking for possible
missclassifications during the search. For each company we retrieved; number of employees
(last available year), Total assets (10 years), Operating revenue (10 years), Return on
Assets (10 years). In addition we had control variables ISO country code and NACE rev.
2 Core industry classification code which were used to check that the financial data was
from the correct company.</p>
        <p>The companies were individually screened by the authors in order to evaluate each
company’s focus and strategic options. Each of the companies were checked by following
an URL included into Neogames’ list, companies were searched online to find publicly
available news articles or other data that can highlight if the company is active and if so,
whether the company has decided to develop their oering to only one or more than one
ecosystem. Going through all of the companies, the authors we able to operationalize if
4 Neogames – Operators. http://www.neogames.fi/en/industry-info/operators/</p>
        <sec id="sec-3-3-1">
          <title>Assets</title>
          <p>average</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>GROUP 2</title>
        </sec>
        <sec id="sec-3-3-3">
          <title>No revenue, above average assets</title>
        </sec>
        <sec id="sec-3-3-4">
          <title>GROUP 1</title>
        </sec>
        <sec id="sec-3-3-5">
          <title>No revenue, below average assets</title>
        </sec>
        <sec id="sec-3-3-6">
          <title>GROUP 4</title>
        </sec>
        <sec id="sec-3-3-7">
          <title>Above average revenue, above average assets</title>
        </sec>
        <sec id="sec-3-3-8">
          <title>GROUP 3</title>
        </sec>
        <sec id="sec-3-3-9">
          <title>Positive revenue, no assumptions on assets</title>
          <p>average</p>
        </sec>
        <sec id="sec-3-3-10">
          <title>Revenue</title>
          <p>the company was active in mobile, PC or console game market as well as in how many
ecosystems.</p>
          <p>Out of 277 companies in the list, only 208 were found to be active game developers.
We excluded organizations that were closed down, acquired by another company, startups
that have not published, yet, as well as companies that were not actually game producing
organizations but rather, e.g., animation houses. For all of the 208 companies, we gathered
information to which ecosystems they have published. Out of the 208 companies, 158
(76.0%) had published at least one mobile application for modern smart phone operating
systems.</p>
          <p>
            Finally, we classified all companies based on the taxonomy presented by Still et al.
[
            <xref ref-type="bibr" rid="ref16">16</xref>
            ] for Finnish game producing organizations. They used classic fourfold table for their
taxonomy: the vertical axis is the amount of total assets and the horizontal axis is revenue.
The emerged four groups are presented in Figure 1. The taxonomy is used for allowing
us to compare and study companies who are in dierent phases.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Results</title>
      <p>In the following, we first presents descriptive statistics of the studied game development
organization. That is, we illustrate rates of seller-level multi-homing. In the second
subsection, we will focus on the performance of the multi-homing companies.</p>
      <sec id="sec-4-1">
        <title>4.1 Seller-level multi-homing</title>
        <p>Out of the all studied 208 Finnish game producing organizations, 114 (54.8%) has
published game or games for more than two ecosystems. That is, a slightly larger
population has adopted the strategy of relying on several ecosystems platform. From
the 158 organizations who have produced a mobile game, a large majority (105, 66.5%)
multi-homes. From 49 companies that have not published a mobile game, only nine
(18.4%) multi-homes. Table 1 summarizes the result from the main dataset and the
subsets used.</p>
        <p>From 158 companies that have published a mobile game: 53 single-home, 70
companies multi-home to two ecosystems and 24 multi-home to three or more ecosystems.
For single-homing companies, 35 of the 53 companies are releasing products through
Apple’s iOS ecosystem. Twenty developers launch products only through Google’s
Android ecosystem and the remaining eight publish through some other mobile ecosystem.
For companies that are active in two ecosystems, 64 publish through Apple and Google
ecosystems. Six companies have selected Apple or Google ecosystem and a third
ecosystem.</p>
        <p>From Orbis database, 272 companies out of the full list of 277 companies were
found. Financial information was registered for only 162 companies. However, revenue
information was found only for 142 companies. The average yearly revenue in this set
is 13,873 ke. However, there is a single company in the dataset which revenue is more
than 92 times bigger than the second biggest one. After removing this one, the average
yearly operating revenue is 852 ke. The average total asset value is 12,004 ke for all
and 959 ke without the biggest company. Median for current ratio is 4. There were only
41 companies with current ratio under 1; that is, these are companies that have more debt
than assets. In the studied set, there were nine companies which book value equals or is
lesser than its basic capital.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Financial performance</title>
        <p>
          By focusing on the active 208 game producing organizations, we found financial data for
only 110 companies. In the following analysis, we focus only on these. We apply Still et
al.’s [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] taxonomy to the remaining companies. Group 1, Group 2, Group 3 and Group
4 have 34, 32, 72 and 9 members, respectively. The averages and standard deviations of
total assets values and revenues of each group are given in Figure 2.
Assets
        </p>
        <p>GROUP 2</p>
        <p>Assets Revenue
but this situation is vice versa for non-multi-homing companies. All of the superstar
companies multi-home.</p>
        <p>For Table 4, the count of companies isolated to the dierent groups is relatively
small. Specifically the number of companies that would multi-home to three of more
ecosystems is extremely small. Interesting dierences due exist for Group 3, where
companies that multi-home to three or more ecosystems have a positive ROA, but for
companies multi-homing in two the ROA value is negative.</p>
        <p>We employed the Mann-Whitney U test to test if companies developing mobile
applications to two or more ecosystems dier from companies developing products to
one ecosystem. We are unable to reject the null hypothesis.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5 Discussion</title>
      <p>
        In this study, we examined how a company’s strategic decision to either single-home in
one ecosystem or multi-home for two or more ecosystems aects the performance of the
companies. The performance was measured with the ROA. This type of performance
measurement was suggested by Iansiti and Levien [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] to evaluate the productivity of an
ecosystem. Our key findings are:
– Multi-homing companies have a negative ROA, whereas single-homing companies
have an average positive ROA.
– Multi-homing is far more frequent among mobile game developers (66.5%) than
non-mobile game developers (18.4%).
– While the overall seller-level multi-homing rate is remarkable high (54.8%), it still
lower than one could expect due to availability of plethora of dierent multi-ecosystem
development tools.
      </p>
      <p>
        The mobile and non-mobile game companies’ ROA are rather similar with a few
distinct dierences (c.f. Table 2). First, interestingly, the mobile superstars average ROA
is positive whereas the non-mobile superstars’ average ROA is negative. Overall, as the
‘App Economy’ is now one of firmly growing business areas [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], the result is not a
surprise. Second, there is a remarkable, opposite, dierence in Group 2. We interpret
that this result means noteworthy investments in mobile game companies while these
companies have not yet been able to create stable revenue streams from their products.
This observation is in line with the overall argumentation of a fast growth in the App
economy. In contrast, the non-mobile companies have a positive ROA, that could suggest
that these companies would have a higher expectation to revenue gains prior to investment
— this in contrast to the pre-revenue venture capital drawn by mobile game companies.
      </p>
      <p>For game publishers the cross-tabulation of groups and multi-homing patterns reveal
interesting ROA averages. For Group 2, which is still nearly pre-revenue but has gained
assets, companies who multi-home have a clearly negative ROA, whereas single-homing
companies are able to produce on average positive ROA. For Group 3, companies that
have revenue, the tables turn, as multi-homing companies have a positive ROA. This
behaviour is to an extent surprising. One possible explanation is that companies who
have gathered significant investment prior to revenue are expected to multi-home to
increase the user base for their products, the benefits of this broad user base would then
be visible as the companies move to Group 3 — by gaining revenues.</p>
      <p>Our data for companies that multi-home to two, three or more struggles with the
low volume of companies in the groups. The performance of companies seem similar,
but interestingly by comparing Table 3 and Table 4 we identify that it is in fact the
companies that multi-home to three or more than impact Group 3 dierence between
single- and multi-homing companies. More in depth qualitative analysis should look into
the structure of these companies to identify specific reason in making the strategic choice
of a multi-homing strategy.</p>
      <p>
        Interestingly, the overall rate of seller-level multi-homing found in this study is
surprisingly small. Only a small majority (54.8%) were found to publish more than
one ecosystem. When we omit the mobile application developers, the multi-homing
rate is small (18.4%). For the developers working with mobile domain, the seller-level
multi-homing rate was a considerable higher (66.5%). While this is sharp contrast to the
overall levels (5.8–7.2%) reported by Hyrynsalmi et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] in the mobile application
markets in the end of 2012, we were expecting to see a higher level of multi-homing in
the end of 2016. First, mobile application ecosystems have matured during the previous
years and maturation has been seen in growing number of multi-ecosystem development
tool and method [10, c.f.]. Thus, multi-ecosystem development should be easier than
four years ago. Second, we were focusing specifically on the game domain where one
can expected that, e.g., brand value and game flow are far more important than in utility
software such as e-mail or flashlight applications.
      </p>
      <p>One possible explanation could be that the requirements of multi-ecosystem
development are more more demanding in the game domain that in utility software domain. That
is, multi-homing can be more challenging in the gaming due to, e.g., higher performance
requirements on operating system and platform compatibility.</p>
      <p>To summarize, there has been lots of discussion on multi-homing whereas this study
is among the first one to take a look on the performance of multi-homing companies. Our
results show that statistically multi-homing game companies do not perform better than
single-homing companies. However, there are a few noteworthy limitations that should be
taken into account. First, we focused only on the Finnish game companies and assumed
that our sample is a convenient for the analysis as it contains new small companies, older
ones as well as superstars. However, Finland’s game companies might have some specific
characteristics that dierentiate them from the rest. This puts into question, to which
extent the results from our sample is generalizable to the whole population. Second, the
companies have been founded at dierent time points and we do not assess their maturity
at all. This limitation should be tackled by a longitudinal approach that would give a
more comprehensive picture of the impact of multi-homing. Third, we used quantitative
approach that does not pay attention to the nature of multi-homed content. For example,
an application vendor might have decided to stop supporting an ecosystem but their old
products are still available there whereas the vendor has decided to publish the new games
only for another ecosystem. In our dataset, this would still be treated as a multi-homer.
Therefore, more qualitative work is need to support the findings of this study and pave a
way for further inquiries.</p>
    </sec>
    <sec id="sec-6">
      <title>6 Conclusion</title>
      <p>
        This paper oers a company level analysis of the impact of multi-homing on firm
performance. The study uses the Finnish game companies as the population. The dataset
contains a variety of companies from pre-revenue start-ups to unicorns with million
dollars yearly revenue. We show that most of the game companies multi-home whether
they are well-performing superstars or not. These remarkably dier from the results of
Hyrynsalmi et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] who found that most of the superstars multi-home whereas the
majority of the application developers single-home. Our findings open the avenue to
further analyze the impact of multi-homing. Broadening the number of delivery chains,
in the case of mobile companies, would increase the base of potential customer. Thus
it would seem that it would be beneficial to multi-home if the entry barrier remains
manageable. For further work, we propose that studies should consider the maturity of
the company has a variable that might explain changes in the single- or multi-homing
choices of companies. Furthermore, a qualitative longitudinal study on the impacts of
multi-homing on a company would strengthen the arguments raised from the benefits
and challenges of multi-homing.
      </p>
    </sec>
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