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Article
Publication date: 19 April 2018

Kanghwa Choi

Hyperconnectivity and supercooperation among partners within the mobile value chain are crucial factors for sustainable growth of the mobile ecosystem…

Abstract

Purpose

Hyperconnectivity and supercooperation among partners within the mobile value chain are crucial factors for sustainable growth of the mobile ecosystem. This study aims to identify the complex structure of hyperconnectivity and supercooperation underlying revenue sharing practices and the actions and reactions of Chinese mobile video triads.

Design/methodology/approach

This study uses the causal loop diagram and system dynamics simulation to demonstrate the feedback causal structure wherein the revenue sharing (RS) rule adjustments trigger interactions among participants (e.g., MNOs, SPs and CPs) in mobile video service triads, leading to fluctuations in the number of mobile video users and total revenue in the mobile video value chain.

Findings

Change of RS rules among value chain participants is an incentive for achieving the sustainability of the mobile ecosystem, as examined using a system dynamics (SD) simulation. However, from the perspective of a tri-partite mobile value chain, the “accidental adversary” system archetype caused by adjustment of RS rules has an unintended negative impact on counterparts in the mobile ecosystem value chain.

Originality/value

This study analyzes a complex feedback causal structure based on structural interdependencies among growth, limiting and relaxing loops in the Chinese mobile video ecosystem. The result of SD simulation suggests strategic alternatives such as the “growth and underinvestment” systems archetype to overcome “limits to growth”. Moreover, this study explores the accidental adversary archetype in complex and complicated mobile service triads as an impediment to achieving sustainability of the mobile ecosystem.

Details

Supply Chain Management: An International Journal, vol. 23 no. 2
Type: Research Article
ISSN: 1359-8546

Keywords

Article
Publication date: 27 September 2011

Rong Chen, Zang Li and Chao‐Hsien Chu

The purpose of this paper is to analyze the business potential of mobile video services in China via the case study of M‐Vzone.com. It answers two research questions: what are the…

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Abstract

Purpose

The purpose of this paper is to analyze the business potential of mobile video services in China via the case study of M‐Vzone.com. It answers two research questions: what are the important factors that affect the adoption of mobile video services for individuals and enterprises? How much the value was added along the mobile video service chain and how were the benefits are realized?

Design/methodology/approach

Grounded in traditional technology adoption and information diffusion theories, the paper uses an exploratory research approach, including interviews and further analysis from published sources.

Findings

The authors' analysis suggests that three key factors contributed to the success of m‐commerce in the Chinese context: stronger customer relationship management; enhanced video/operation performance; and easier access to resources. From post‐investigation of the results, the authors also found that small‐ to mid‐sized Chinese owners showed a shift from an imitative to an incremental innovative mode of business thinking and practice.

Originality/value

This is the first study that examines mobile video commerce from a business and innovation perspective in China, to the best of the authors' knowledge. The paper investigates opinions from stakeholders directly involved in a mobile video web site and conducts a detailed analysis on the related value chain network. The findings will be of interest to decision makers in the mobile industry, especially those from small‐ to medium‐sized companies searching for an effective way toward service innovation. The paper can serve as a good foundation for future research into mobile service adoption and service innovation topics.

Details

Journal of Technology Management in China, vol. 6 no. 3
Type: Research Article
ISSN: 1746-8779

Keywords

Article
Publication date: 22 October 2018

Jean Paul Simon

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in…

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Abstract

Purpose

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.

Design/methodology/approach

The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.

Findings

The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.

Research limitations/implications

The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.

Practical implications

This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.

Social implications

The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.

Originality/value

Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.

Details

Digital Policy, Regulation and Governance, vol. 20 no. 5
Type: Research Article
ISSN: 2398-5038

Keywords

Article
Publication date: 18 May 2020

Jean Paul Simon

This paper aims to provide a synthesis of the evolution of the global internet markets through an assessment of their economic strength. It is an attempt to describe the various…

Abstract

Purpose

This paper aims to provide a synthesis of the evolution of the global internet markets through an assessment of their economic strength. It is an attempt to describe the various segments of the internet value chain and the evolution of the markets. It aims at briefly summing up the very dynamics of the sector, of the various subsectors while looking at the business models and the market capitalization.

Design/methodology/approach

The paper is a descriptive paper, presenting market trends, based on desk research and trade press. It is not meant to provide any theoretical contribution but attempting to reconstruct the views from the industry as documented by trade literature. Hence, the paper relies mostly on industry and consultancy data. The paper builds on a database collected by the author over the past 30 years and the selection of the relevant data to document and identify the trends and offer a synthesis of the views of the industry.

Findings

The paper shows how over the past 30 years the internet has changed dramatically from both a quantitative (reaching more and more users worldwide and witnessing a dramatic growth of all markets) and qualitative (offering an array of innovative products and services enabled by the deployment of new networks) and the availability of new devices. The paper reveals how each technological wave ushered in a series of innovation and new services, boosted the foundation and the growth of pioneering companies.

Research limitations/implications

Taking into account the lack of official data, the industry data used should be treated as just signals of potential trends, but sufficient to give an overview of the evolution of the global internet markets. Furthermore, detailed studies should complement this descriptive approach. The approach does have obvious methodological and theoretical limits, not providing a robust methodological framework just offering a reconstruction of the trends as documented by the trade publications. However, it concludes highlighting some of the tensions and contradictions.

Practical implications

The paper closes with a summary of the main transformations and considers some future developments. The paper draws some lessons from some failures and from the strategies of firms.

Social implications

The paper hints at the way users developed “unique” behaviors using social media, taking advantage of the new opportunities to exchange with others. The paper hints at some regulatory issues and challenges.

Originality/value

The paper briefly sums up the very dynamics of the global internet market(s). It attempts to characterize some of the main features of their evolution and of the main segments. If offers a comprehensive overview of available data.

Details

Digital Policy, Regulation and Governance, vol. 22 no. 2
Type: Research Article
ISSN: 2398-5038

Keywords

Article
Publication date: 29 May 2009

Nir Kshetri

This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.

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Abstract

Purpose

This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.

Design/methodology/approach

This is a review paper that provides a detailed and state‐of‐the‐art overview of the development of the Chinese online gaming Industry.

Findings

The findings indicate that online gaming is a remarkable example of an industry that is rapidly growing due to innovative business models of Chinese companies. Chinese companies are also working with the government to improve formal institutions to promote the growth of online gaming. Furthermore, we also found that Chinese online gaming industry resembles other technology industries in the country such as those related to handset and PC. Although Chinese companies were traditionally weak in creating new technologies, they have demonstrated success in some modern technologies in recent years. In the early stage of the growth, foreign players dominated the Chinese gaming industry. In recent years, this industry is characterized by the dominance of domestic players in the ecosystem catering to the full value chain of the industry.

Research limitations/implications

A lack of primary data and empirical documentation and a lack of in‐depth treatment of some of the key issues are major limitations here.

Practical implications

The paper examines the implications of China's rapidly growing online gaming industry for high‐technology businesses all over the world. The findings of this paper would help understand the opportunities for foreign multinational companies to enter the Chinese technology market or to intensify their operations in the country as well as the risks associated with China's unique institutions.

Originality/value

This paper's greatest value stems from the fact that it analyzes demand conditions, industry structure and transfer and export conditions from the standpoint of the Chinese online gaming industry and market.

Details

Journal of Technology Management in China, vol. 4 no. 2
Type: Research Article
ISSN: 1746-8779

Keywords

Article
Publication date: 7 April 2015

Mingzhi Li and Kai Reimers

This paper aims to identify the sources of innovation in the current business environment of China. With the set target of transforming China into an innovative society by 2020…

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Abstract

Purpose

This paper aims to identify the sources of innovation in the current business environment of China. With the set target of transforming China into an innovative society by 2020, the Chinese government has taken dramatic measures to foster the nation’s innovation capability. Whether this Chinese model of promoting innovation has been successful and can be sustainable are controversial issues which need to be analyzed from an academic perspective. In recent years, there have been successful cases of innovation driven by grassroots entrepreneurs, especially in the information and communications technology (ICT) industry. Therefore, it is time to analyze their success factors from the perspectives of both corporate strategy and government policy.

Design/methodology/approach

The methodology used in this research is a comparative case analysis, and several high-profile cases in China’s ICT industry have been selected for this comparative study. Information used in the analysis comes from publicly available sources such as business school case studies and industry and news media reports. The authors have been following the evolution of China’s ICT industry for more than a decade; insights from their prior research and knowledge gained through industry contacts are also used in the analysis.

Findings

Generally speaking, the types of innovation in China’s ICT industry can be categorized into a top-down or a bottom-up approach. For the top-down approach of innovation driven by the government, the authors analyzed the case of the Chinese government’s effort to build an industry value chain through fostering the Chinese indigenous third-generation mobile communications standard time division–synchronous code division multiple access. In comparison, the authors use several success cases, including the ecosystem built around the highly successful XiaoMi mobile phone and Tencent’s mobile portal WeChat, as it showcases of the bottom-up approach of innovation driven by grassroots entrepreneurship. The comparison of these two approaches suggests that massive government-sponsored projects are unlikely to generate genuine innovation in the highly competitive and dynamic ICT sector. The government’s role should be to foster entrepreneurship and to create a fair business environment.

Originality/value

This research uses the method of comparative case studies to identify the source of innovation in a highly dynamic and uncertain business environment. Findings of this study shed light on the government policy toward innovation in the ICT industry and on the business firms’ strategy on innovation.

Details

Chinese Management Studies, vol. 9 no. 1
Type: Research Article
ISSN: 1750-614X

Keywords

Article
Publication date: 19 June 2021

Jean Paul Simon

This paper aims to shed some light on the history of the Chinese videogames industry, to document the growth of the leading companies and reveal how they have been morphing into…

Abstract

Purpose

This paper aims to shed some light on the history of the Chinese videogames industry, to document the growth of the leading companies and reveal how they have been morphing into platforms delivering constellations of apps and digital content (audiovisual, films, music, literature, video streaming […]). The paper tracks the development of digital services through the prism of videogames thereby showing how this industry emerged out of the deployment of the internet.

Design/methodology/approach

The paper provides an overview and a synthesis of what is known about the Chinese game industry, particularly based on consultancy documents and publications from firms. The paper is based on desk research, a review of literature and trade press and the analysis of the annual reports of the leading players (NetEase, Tencent […]).

Findings

The rise of videogames and the creation of specific company’s “ecosystems” illustrate the capacity of the industry to innovate and its significance for the Chinese economy. It reveals that gaming has been a cornerstone of many Chinese technology companies. The (young) companies came up with the innovative business models (FTP, virtual items) that were required to further expand the market. They found new ways to interact with their customers through communities and various tools.

Research limitations/implications

The paper relies on consultancy documents and publications from firms on heterogeneous data from industry and consultants. This approach comes with some limitations from a methodological viewpoint. It allows documenting the historical trends and describing the industrial landscape but not to qualify the relationships among players. Besides, the use of these sources leads to a greater focus on business models and a more limited one on the policy dimension. The latter is often perceived only through the glasses of the companies.

Practical implications

The data provided are meant to be useful to become familiar with the Chinese games industry.

Social implications

The paper indicates that the online game industry is a complex web of activities with tensions and contradictions between stakeholders (industry, government and consumers). In the case of China, there is a conflict between the willingness to liberalize the economy and the will to maintain an ideological monopoly through cultural industries.

Originality/value

Little research has been devoted to the role of videogames in emerging economies, to its specific features and to the relationships with the media industry and the information and communications technology sector. The contribution of this “digital native” to the production and distribution of digital content remains less studied. The paper provides an up-to-date overview of the Chinese case.

Details

Digital Policy, Regulation and Governance, vol. 23 no. 2
Type: Research Article
ISSN: 2398-5038

Keywords

Article
Publication date: 20 July 2012

Runhui Lin, Hongjuan Zhang, Jianhong Fan and Rujing Hou

This paper seeks to explore the evolution of a third generation mobile communications (3G) industry based on TD‐SCDMA technical standard in China through the lens of network…

Abstract

Purpose

This paper seeks to explore the evolution of a third generation mobile communications (3G) industry based on TD‐SCDMA technical standard in China through the lens of network analysis.

Design/methodology/approach

The authors argue that inter‐firm alliances help companies gain and integrate internal and external resources and foster technical innovation. The paper analyzes alliance governance structures and governance mechanisms in particular, and shows how they protect and improve network‐based innovation capabilities and competitive advantages during a ten‐year period with the method of social network analysis and case studies.

Findings

The authors offer a theoretical model that incorporates cooperation among organizations, the maturity of the industrial chain, and the accumulation of organizational knowledge and social capital.

Originality/value

The paper offers a theoretical model of factors that contributes greatly to the development of technical innovation.

Details

Journal of Asia Business Studies, vol. 6 no. 2
Type: Research Article
ISSN: 1558-7894

Keywords

Article
Publication date: 17 August 2012

Huiying Du, Ge Zhu, Limin Zhao and Tingjie Lv

As the market competition becomes increasingly intensive and the profit from traditional voice services margins gradually decline, 3G telecom operators must provide various…

Abstract

Purpose

As the market competition becomes increasingly intensive and the profit from traditional voice services margins gradually decline, 3G telecom operators must provide various value‐added services to enhance the ARPU (average revenue per user). The purpose of this paper is to recognize the factors infecting the adoption of 3G value‐added services.

Design/methodology/approach

The TAM (technology acceptance model) was used as the foundation to further understand consumer's behavioral intention to use 3G value‐added services. Structural equation modelling (SEM) was used to develop a conceptual model of customer adoption and nine important factors were proposed. The authors conducted a questionnaire investigation, using a large sample, in the Chinese 3G value‐added service market. SPSS and AMOS were applied to analyze the survey data.

Findings

The empirical findings are: security and social influence are two of the most important factors in 3G market; 3G value‐added services must be perceived as enjoyment and useful; using context should be friendly and compatible; and in a whole view, the influence from gender, ease of use and need for unique to adoption intention is not significant, but to separate as two models, the difference is huge – the female group considers more about price and usefulness, while the male group thinks about enjoyment and compatibility.

Practical implications

The sample of this study is limited at the range of empirical data; the development of 3G technology has not yet been perfected in China and this study fails to include all of the 3G value‐added services, some of which are still in the exploratory phase of development. At the same time, the cities in this study cannot be said to represent the present stage of the whole of China.

Originality/value

The paper develops a conceptual structural equation model on the area of 3G value‐added services in China. The findings in the paper would help 3G providers to improve their services.

Details

Nankai Business Review International, vol. 3 no. 3
Type: Research Article
ISSN: 2040-8749

Keywords

Article
Publication date: 12 September 2016

Jean Paul Simon

The paper aims at dealing with the role of users in the creation (or curation) and distribution of digital contents. User generated contents (UGCs) refer to a variety of media…

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Abstract

Purpose

The paper aims at dealing with the role of users in the creation (or curation) and distribution of digital contents. User generated contents (UGCs) refer to a variety of media such as Wikis, question-answer databases, digital video, blogging, podcasting, forums, review sites, social networking, social media and mobile phone photograph. It attempts assessing their potential role as co-innovators. The paper follows the progressive creation of a new space for users, tracking its specific forms in each subsector of the media and content industries. Each subsector reveals a disruption in the production and circulation of new content.

Design/methodology/approach

The paper is based on desk research, a review of literature, review of the technical journals, and analysis of annual reports. The paper is part of an on-going research project on media and content industries.

Findings

The paper argued that since 2007 (release of iPhone and Kindle) the landscape went through a dramatic change, scaling up. It illustrates how the entire value chain of content (production/distribution/consumption) has opened up. The amount of UGC produced triggered a qualitative jump, ushering in new modes of interaction between the customers and creators, without necessarily turning the consumer into a full-fledge producer. The UGC model adds another source of production, thereby increasing diversity, ushering in new ways for talent scouting. It reveals various forms of co-creation and the role of a community model while also showing its limits.

Research limitations/implications

This paper concentrates on digital media and does not deal with any other aspect such as knowledge sharing (Wikis). The paper does not cover the reactions of traditional industry players to UGC (some elements are given for newspaper), neither possible policy and regulatory responses The paper relies mostly on reports from news agencies, consultancies or annual reports from companies so as to delineate the main trends.

Practical implications

It shows that the role of customers did change within this context. The new channels offer novel ways to produce, curate and disseminate contents. It offers a range of examples from different industries.

Social implications

The paper documents the participation of consumers in the production of content. it hints at the evolution of labour, alludes to the issue of diversity and of creativity, but does not address other societal issues.

Originality/value

Some reports were devoted to UGC in 2007 (OECD) and 2008 (Idate-IVIR-TNO) but in spite of the major changes that took place over the past decade, the research has been scarce, or has concentrated on a specific segment of the media industry. The paper is trying to offer a comprehensive overview of the various segments. Each sub-segment of the media industry illustrates a specific dimension.

Details

info, vol. 18 no. 6
Type: Research Article
ISSN: 1834-7649

Keywords

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