The new business logics of video games: triple evolutionary processes in perspective
2013 (English)In: Competition forum, USA, 2013, Vol. 11, no 1, 56-64 p.Conference paper (Refereed)
Purpose: To provide an exposure to the triple evolution that is occuring in the video game industry and discuss the competitive implications of these evolutionary trends.
Design/methodology/approach: The material for this article is a result of having followed this industry for over 10 years. Further, one of us is (still) an avid gamer who interacts with games on a daily basis and thus has the opportunity to observe developments on a first hand basis.
Findings: Results are interpreted in terms of McLuhan’s media concepts and the Stabell-Fjeldstad value models. At this point in time it is clear that games can no longer be considered as a one-off sale nor publishers as represented by a simple value production model. Because they provide a platform for multiple transactions over a longer period of time, publishers should appropriately be considered as value providers across a range of services.
Research limitations/implications: On the one hand, because the paper is conceptual, it has some limitations because it is based on extension of present concepts.
Practical implications: There is a suggestion of some areas of interesting and profitable study and usage.
Originality/value: This paper provides an independent confirmation of service models of competition, which generally are lacking in the literature as well as exposure to service offerings in games.
Place, publisher, year, edition, pages
USA, 2013. Vol. 11, no 1, 56-64 p.
Video games, Services, Internet, Promotion, Competition, Customer approach, Value networks
Research subject Business Studies
IdentifiersURN: urn:nbn:se:umu:diva-83041OAI: oai:DiVA.org:umu-83041DiVA: diva2:664710
The American Society of Competitiveness (ASC) 24th Annual Conference, November 7-9 2013, Pittsburgh PA