SLIDE 1
1.1 Goodwill and Introductory Offers A 2 Period Matching Game with N Consumers. 1) Consumers do not know whether they will like a product, and satisfaction from a product is a matter of a “match” between them rather than a measure of quality. 2) Both the consumer and producer know the overall probability
- f match, and it is defined as x.
3) A Consumer with taste θ has the following per period preferences: 4)
{ { = − = U p s U θ
if buys at p, and zero otherwise 5) Where s is a match success indicator and s=1 with probability x. 6) The taste parameter is distributed over the consumers with cumulative distribution function F(θ). 7) Without loss of generality we normalize population to equal 1, and the unit cost of producing the good is c. 8) Producer determines prices
2 1, p
p
for t=1,2 9) Consumers who purchased in period 1 recognize the existence of a match in t=1, and given a match will purchase in t=2 if
2
p > θ
. Consider the Myopic Case (i.e. δ=0): In t=1, a consumer with θ, will purchase at
1