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M to acquire E: If agreement is reached, E receives and M receives m M (1) : If the o¤er is<br />
rejected, M keeps investing in R&D and, if successful in developing a similar technology, receives<br />
m<br />
M (1) and E receives nothing. In the case M is not successful in getting the innovation, then a<br />
new bargain game begins. In the case when E is in the position to make the …rst o¤er and the<br />
o¤er is rejected, then E could invest K and enter the market to contest M or make a new o¤er in<br />
a new round in the bargain game.<br />
Gans and Stern (2000) show that there is a unique subgame perfect Nash equilibrium in this<br />
bargain game with an agreement reached in the …rst round regardless of who makes the …rst o¤er.<br />
The basic assumption for this unique to exist is that the monopoly pro…ts are greater than the<br />
duopoly pro…ts, that is: M is better o¤ paying the license o¤ered by E; or buying it out, than to<br />
let E enter the market and reduce its monopoly pro…ts.<br />
Another important aspect of the equilibrium, is that the weaker the property rights ( > 0)<br />
the threat M made by continuing expending in R&D, reduces : In that case, the investment in<br />
R&D serves mainly to provide a strategic weapon to reduced the asking price made by E:<br />
3 Toy industry<br />
From the Hong Kong Trade Development Council (2006), children above 12 years old are much<br />
more inclined to use video games than they were in the past. Games now are more short-lived,<br />
incrementing not only the net investment in R&D needed to keep the pace but also the obsolescence<br />
and copyright risks are playing a more important role.<br />
The worldwide toy industry has to face the challenge of reconciling the traditional toy segment<br />
with the ever-faster development of new technologies. Table 1 shows that within the toy industry,<br />
the segment of electronic toys and games is growing considerably faster than any other segment<br />
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