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Paradigm shifts in the video game industry
Gothenburg Research Institute.
Umeå University, Faculty of Social Sciences, Umeå School of Business and Economics (USBE).
2010 (English)In: Competitiveness Review: An International Business Journal, ISSN 1059-5422, Vol. 20, no 2, 139-151 p.Article in journal (Refereed) Published
Abstract [en]

Purpose – The purpose of this paper is to identify, characterize, and discuss paradigm shifts thathave occurred in the video game industry with some emphasis on competition and competitiveness.Design/methodology/approach – Basically, the paper depends upon a review of the literatureassociated with video game development. Past history is taken from texts and academic papersdealing with the subject. More current observations are taken from the business and popular press.These observations are placed within a context associated with the classic papers on industryevolution, paradigms, paradigm shifts, competition, and competitiveness.Findings – It is difficult to capture present shifts in such a fast-growing industry, but these shiftsseem clear: the original entry of video games into the arcade sector that led to the industry and thedemise of pinball; the development of the home cartridge and console that made the industry ahome-based phenomenon; the entry of independent game-publishers that made the industry atwo-tiered one; and the development of massively multiplayer online role-playing games (MMORPGs)that changed the way games are played.Originality/value – The video game industry is an interesting one to follow. To an extent, itsdevelopment characterizes our generation – fast paced, technologically oriented, and targeted towardthe young and young at heart. This paper takes the subject away from a historical or anecdotalapproach and places it within the context of industry evolution, paradigms, and paradigm shifts. Itthus should be of value to students of not only video games, but also the evolution of rapidly growingindustries and establishment of competitive advantages.

Place, publisher, year, edition, pages
Emerald Group Publishing Ltd , 2010. Vol. 20, no 2, 139-151 p.
Keyword [en]
Video games, Competitive strategy, Entertainment industry
National Category
Business Administration
Research subject
Business Studies
URN: urn:nbn:se:umu:diva-32879DOI: 10.1108/10595421011029857OAI: diva2:306534
Available from: 2010-03-30 Created: 2010-03-30 Last updated: 2014-10-23Bibliographically approved

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Wilson, Timothy
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