Kotaku is reporting that Sony will not be bringing its Japanese UMD Passport program to North America, removing the only method for PlayStation Vita owners to play their collection of PlayStation Portable universal media discs (UMDs) on the new handheld (PSP games downloaded from the PlayStation Network will still work on the Vita, however). While this is obviously bad news for anyone who wants to play their battered old copy of Lumines on a slightly larger screen, it made us wonder how important backward compatibility really is to a system’s retail success.
We were perfectly ready to speculate wildly on that very topic, but it turns out there’s no need. Someone has actually crunched the numbers and tried to develop a statistical model to show just how valuable backward compatibility is for a portable system’s overall market share. And the results show that Sony just might pay a price for its decision to ignore all the UMD owners out there.
The paper
In May of 2010, Munich School of Management faculty Jörg Claussen, Tobias Kretschmer and Thomas Spengler published “Market leadership through technology – Backward compatibility in the U.S. Handheld Video Game Industry”. Over 25 pages, the paper lays out a formula for estimating a portable console’s eventual market share based on everything from backward compatibility and system price to the size and age of its game library and even the unit’s physical weight (as a rough measure of portability).
The goal was to try to separate out how much of a portable system’s success is driven by the ability to play a large library of the previous generation’s games, and how much is instead driven by other factors. Previous papers have run similar analyses for other industries, finding, for example, that a hypothetical audio CD standard that included backward compatibility with vinyl records “would have accelerated diffusion by 1.5 years.”

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