A dynamic incomplete information game is set up to study the introduction of a durable good when consumers can learn its quality from previous buyers. High sales today imply fewer potential buyers tomorrow, but each buyer will have better information about the good. Consumers are fully rational and can update their beliefs, even when they do not directly receive information; in equilibrium, no news is bad news. A low-quality firm follows a 'fly-by-night' strategy, randomizing over the timing of sales. A high-quality firm spreads out its sales more smoothly, solving a stochastic dynamic programming problem.
No takes yet. Share an insight, caveat, or question.
Nikolaos Vettas (1997) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: