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Article
Publication date: 5 August 2019

Strategic behavioral pricing of the private residential development market – a simplified experimental approach

David Kim Hin Ho, Eddie C.M. Hui, Tai Wing Ho and Satyanarain Rengarajan

This paper aims to examine the behavior of “rational” residential developers, under game theory, for their pricing strategy in a competitive environment.

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Abstract

Purpose

This paper aims to examine the behavior of “rational” residential developers, under game theory, for their pricing strategy in a competitive environment.

Design/methodology/approach

Results show that residential developers cooperate implicitly for long-term benefit, leading to a slow-down in sales. Developers are motivated to deviate from cooperating at the beginning and at the end of successive periods in a sub-market. Relatively high profits, earnable in the first few periods, provide an allowance to undercut prices and improve sales. For the last few periods, the punishment for any deviation from cooperating is insignificant or zero. Note that the first-mover advantage in a new market is evident. On the effect of uncertainty on the developer’s residential prices, results show that as uncertainty increases, prices decrease while price variability increases.

Research limitations/implications

This study highlights the merits of a uniquely simplified experimental research design for the strategic behavioral pricing of the private residential development market using a game theoretic approach.

Practical implications

This study enhances the understanding of the residential development strategy of developers in the residential development market.

Originality/value

There is limited research on pricing strategy for the private residential development market in Asia.

Details

International Journal of Housing Markets and Analysis, vol. 12 no. 4
Type: Research Article
DOI: https://doi.org/10.1108/IJHMA-03-2013-0018
ISSN: 1753-8270

Keywords

  • Behavioural pricing
  • Development and redevelopment
  • Price uncertainty
  • Experimental research design
  • First-mover advantage
  • Game theoretic approach
  • Private residential development market
  • Investor-developer
  • Behavioral pricing
  • Pricing strategies
  • Game theoretic approach
  • Experimental research design
  • Equilibrium price
  • First-mover advantage and price uncertainty

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Article
Publication date: 18 October 2019

The ambiguities of money-making: Indie video game developers and the norm of creative integrity

Alexander Styhre and Björn Remneland-Wikhamn

Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video…

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Abstract

Purpose

Indie developers are part of the creative fringe of the video game industry, fashioning an identity for themselves as a community committed to the development of video games as a cultural expression and art form. In playing this role, money-making is ambiguous inasmuch as economic return is honorable if such interests remain unarticulated and execute minimal influence on the development work process, while the possibility of producing a successful commercial video game is simultaneously one of the primary motivations for new industry entrants. The paper aims to discuss this issue.

Design/methodology/approach

The paper reports on the empirical material drawn from a study of indie video game developers in Sweden, a leading country for video game development.

Findings

To reconcile tensions between video game development in terms of being both cultural/and artistic production and business activity, easily compromising the perceived authenticity of the subject in the eyes of audiences (e.g. hardcore gamers), indie developers distinguish between monetary motives ex ante and compensation ex post the release of the game. Indie developers thus emphasize the metonymic function of money as this not only indicates economic value and currency but also denotes a number of business practices that indie developers have otherwise avoided in their career planning as they believe these practices would restrain their creativity and skills.

Originality/value

The study contributes to the scholarship on video game development, the literature on creative industries, and the economic sociology literature examining the social meaning of money and how social norms and values are manifested in professional ideologies and practices.

Details

Qualitative Research in Organizations and Management: An International Journal, vol. 15 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/QROM-02-2019-1733
ISSN: 1746-5648

Keywords

  • Economic compensation
  • Enterprising
  • Indie developers
  • Video game development

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Article
Publication date: 1 April 2003

Oligopolistic bidding and pricing in real estate development: Experimental evidence

Seow Eng Ong, Fook Jam Cheng, Boaz Boon and Tien Foo Sing

Real estate developers often operate in oligopolistic environments. Pricing strategies must be made in an interactive framework that makes empirical evaluation difficult…

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Abstract

Real estate developers often operate in oligopolistic environments. Pricing strategies must be made in an interactive framework that makes empirical evaluation difficult. This study appeals to economic experiments to examine how developers price their properties, especially when there is an option to market pre‐completed units. In addition, the interaction between bidding for land and pricing the end product is examined. The results indicate that competitor actions are important considerations in pricing decisions. In particular, the profit maximizing pricing strategy depends critically on being competitive, not necessarily being the most aggressive. Interestingly, pre‐completed units sell only at prices that incorporate future price expectations, and successful bids tend to precipitate more aggressive pricing. Finally, competitive bidding and pricing strategies appear to the best profit maximizing strategy.

Details

Journal of Property Investment & Finance, vol. 21 no. 2
Type: Research Article
DOI: https://doi.org/10.1108/14635780310469120
ISSN: 1463-578X

Keywords

  • Real estate
  • Development
  • Bidding
  • Pricing

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Article
Publication date: 14 November 2016

Consumer trust in Google’s top developers’ apps: an exploratory study

Mark A. Harris and Amita G. Chin

This paper aims to investigate Google’s top developers’ apps with trust badges to see if they warrant an additional level of trust and confidence from consumers, as stated…

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Abstract

Purpose

This paper aims to investigate Google’s top developers’ apps with trust badges to see if they warrant an additional level of trust and confidence from consumers, as stated by Google.

Design/methodology/approach

Risky app permissions and in-app purchases (IAP) from Google’s top developers and traditional developers were investigated in several Google Play top app categories, including Editor’s Choice apps. Analysis was performed between categories and developer types.

Findings

Overall, Google’s top developers’ apps request more risky permissions and IAP than do traditional developers. Other results indicate that free apps are more dangerous than paid apps and star ratings do not signify safe apps.

Research limitations/implications

Because of a limited number of Google’s top developers and Editor’s Choice apps, conclusions are drawn from a small sample of apps and not the entire market.

Practical implications

Google’s top developers’ apps are suited well for increasing revenue for Google and developers at the consumer’s expense. Consumers should be wary of top developer trust badges.

Social implications

As the lure for “top free” and “top developer” software is strong among consumers, this research contributes to societal welfare in that it makes consumers aware that Google top developer app trust badges and free apps are more dangerous than traditional developer and paid apps, as they request risky permissions at a much higher frequency. Therefore, consumers should be very careful when downloading apps that are advertised as “top free” or “top developer”.

Originality/value

Google’s top developers’ apps and Editors’ Choice apps have not been investigated from the perspective of permissions and IAP before.

Details

Information & Computer Security, vol. 24 no. 5
Type: Research Article
DOI: https://doi.org/10.1108/ICS-11-2015-0044
ISSN: 2056-4961

Keywords

  • Android
  • Computer privacy
  • Google top developers
  • IAP
  • Mobile device security
  • Permissions

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Book part
Publication date: 30 July 2018

A Survey of Marketing Management for the Video Games Industry in Turkey

Sercan Şengün

This chapter analyses the marketing management practices for the video games industry in Turkey. To identify the extended value chains and define the critical success…

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Abstract

This chapter analyses the marketing management practices for the video games industry in Turkey. To identify the extended value chains and define the critical success factors in this local environment, we invited the members of OYUNDER – Game Developers, Designers and Publishers Association in Turkey – to participate in an online survey. The following three main research questions guided this survey: (1) How video game developer companies resolve marketing decisions, decide on their marketing mix and create marketing plans; (2) how they perceive the importance given to marketing in their industry and (3) how they measure and judge the success of their marketing activities. Results indicate that Turkish video game developers are predominantly male and young. They organise and work in small teams. They lack marketing planning as indicated by actualised versus expected revenues and marketing spendings. Only 23.7% of the participants report employing marketing-related staff and their opinions of marketing-related business partners – such as advertising and PR agencies – are negative due to these institutions’ perceived lack of industry experience. The developers mainly use social media channels and digital advertising for their marketing needs. Above-the-line advertising is the least used channel, with content, influencer and below-the-line marketing channels ranging in the middle. They report confidence in managing campaigns for social media, digital marketing and content marketing. However, they believe that they lack the skills to manage above-the-line and below-the-line marketing activities, reporting lack of capital and human resources as the main barriers. Although they believe that marketing can help them reach new customers, they are also afraid to take risks and admit to being conservative in marketing practices.

Details

Marketing Management in Turkey
Type: Book
DOI: https://doi.org/10.1108/978-1-78714-557-320181024
ISBN: 978-1-78714-558-0

Keywords

  • Video game
  • video game industry
  • marketing
  • marketing management
  • indie

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Book part
Publication date: 30 July 2018

Index

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Details

Marketing Management in Turkey
Type: Book
DOI: https://doi.org/10.1108/978-1-78714-557-320181029
ISBN: 978-1-78714-558-0

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Article
Publication date: 2 November 2015

Evolution of computer game developer organizations

Erno Vanhala, Jussi Kasurinen and Kari Smolander

The purpose of this paper is to identify the peculiarity of computer game organizations and their human resources. It presents a stage model including four phases covering…

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Abstract

Purpose

The purpose of this paper is to identify the peculiarity of computer game organizations and their human resources. It presents a stage model including four phases covering the growth from demo group to full business. This study extends the research on how computer game organizations are formed and what it takes them to grow to financially self-sufficient. The study also broadens the understanding of the beginning phase of an organization.

Design/methodology/approach

The paper utilizes the grounded theory research method with 34 interview sessions among 11 computer game organizations. The interviewed persons include chief executive officers, designers and developers.

Findings

This paper presents empirical findings on what a computer game organization go through when they evolve from demo group phase, which is not discussed in existing literature, to full business. The authors observed that the core team is formed over a game designer and one or more developers. The team fortifies as the organization moves onwards to next phases. At the same time its reliance on partners and outsourcing changes to need based.

Research limitations/implications

As this is a qualitative study the observations are directly applicable only in the context of observed organizations. In the other context they are merely suggestions.

Practical implications

The study presents concrete growth model that can be utilized when building a computer game organization.

Originality/value

This paper illustrates the specialty of computer game organizations and their growth process. It also presents discussion of the beginning phase of organizations.

Details

Journal of Advances in Management Research, vol. 12 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/JAMR-10-2014-0059
ISSN: 0972-7981

Keywords

  • Human capital
  • Entrepreneurship
  • Computer games
  • Organizational structure
  • Phases of growth

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Article
Publication date: 16 September 2019

Visualising a “good game”: analytics as a calculative engine in a digital environment

Erkki M. Lassila, Sinikka Moilanen and Janne T. Järvinen

The purpose of this paper is to concern the use of analytics as a calculative engine enabling coordination and control for the development process in a creative digital…

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Abstract

Purpose

The purpose of this paper is to concern the use of analytics as a calculative engine enabling coordination and control for the development process in a creative digital business environment.

Design/methodology/approach

This research employs an explorative field study approach, using interview data from professionals working with free-to-play mobile game development. Drawing on the concepts of cycles of accumulation, accounting as an engine and mediating instruments, this study examines how organisational actors using the analytics in a digital business environment participate in the data generation that accumulates knowledge about and new insights into the desired outcome.

Findings

The real-time metrics provided the means for organisational actors to continually monitor, visualise and if necessary intervene in the creative “good game” development process. Timely quantification and visualisation of user actions, collected as digital traces, enhanced the cycle of information accumulation. This new knowledge resulted in a desire for improvement and perfection, which directed the actions towards the organisational objectives.

Originality/value

This study furthers our understanding of the performativity of accounting as an engine and the user behavioural data trace as its “fuel” in a digital product development. It highlights the role of analytics as a “fact-generating” device, capable of transforming the raw user behavioural data, the fuel, into powerful explanations through visualisations of ideals. The real-time metrics, understood as mediating instruments, enable the generation of new insights and accumulation of knowledge guiding the further development towards the desired outcome, the “good game”.

Details

Accounting, Auditing & Accountability Journal, vol. 32 no. 7
Type: Research Article
DOI: https://doi.org/10.1108/AAAJ-11-2017-3252
ISSN: 0951-3574

Keywords

  • Big data
  • Analytics
  • Performativity
  • Calculative engine
  • Mediating instruments
  • Mobile gaming

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Article
Publication date: 12 March 2018

Innovation in times of uncertainty

Kurt Squire

This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.

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Abstract

Purpose

This paper aims to describe innovations at the Games + Learning + Society Center to explore the future of education.

Design/methodology/approach

This paper is an overview of several published studies and design interventions.

Findings

Commercial partnerships, particularly generating copyrightable materials can maximize impact and diversify research funding, but they also run counter to the culture and purpose of many research universities.

Research limitations/implications

Researchers interested in forging new partnerships to maximize impact might explore relationships with commercial entities but be aware that they are running counter to the grain of most institutions and goals. Other universities of different sizes, ages and orientations may have different results.

Practical implications

Building private partnerships requires different staffing and skill sets than traditional research. Guidance for staffing key roles and projects are provided.

Originality/value

This paper is a reflection on unique research initiative that generated revenue and helped shape a subfield of education.

Details

On the Horizon, vol. 26 no. 1
Type: Research Article
DOI: https://doi.org/10.1108/OTH-01-2018-0005
ISSN: 1074-8121

Keywords

  • Higher education
  • Design
  • Video games

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Article
Publication date: 18 July 2020

Tackling the crunch mode: the rise of an enterprise union in South Korea's game industry

Sun Wook Chung and Hyunji Kwon

The present study seeks to trace the unionization process of a global top 10 video game company (Company N) in which workers formed the first enterprise union in South…

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Abstract

Purpose

The present study seeks to trace the unionization process of a global top 10 video game company (Company N) in which workers formed the first enterprise union in South Korea's game sector. Drawing upon the analytical framework of Kelly's (1998) mobilization theory, the authors investigated what motivated workers to form a union and what factors facilitated unionization.

Design/methodology/approach

This study used a qualitative research method on a single case study basis. The authors collected 41 in-depth interviews with game developers, full-time union staff from the case company and union leaders in their affiliated union, as well as game journalists, labour attorneys, and human resource professionals in the video game industry. The authors had their original data supplemented and triangulated by archival data including union letters and other documents and media reports. They analysed the data using computer-assisted qualitative data analysis software (CAQDAS).

Findings

There are three key findings. First, in the game sector, a high barrier against unionization exists, arising from industry characteristics such as a project-based work system, high mobility, reputation-based hiring, meritocracy, and a continuous influx of game-loving young developers. Hence, although the time was ripe for worker activism, latent grievances failed to be converted into real collective mobilization, resulting in non-organized workplaces for the past decades. Second, the mandatory labour-management negotiations arising from a legal change acted as a key catalyst for unionization at Company N. The newly elected three employee representatives came to identify and develop their own collective interests through the direct experience of negotiations, which greatly augmented their negative emotions and improved their legal consciousness. These three representatives could identify numerous deep-rooted problems, attribute these problems to their employer, and realize that they are ordinary salaried workers different from their employer. Going through the three-month negotiation and post-negotiation period, a set of ordinary game developers transformed themselves into natural union leaders who started a union in the game industry, which was traditionally non-organized. Third, various layers of external factors, such as a sister union, the upper umbrella union, the changed socio-political atmosphere following the candlelight protests for presidential impeachment, and the improved union image facilitated the unionization at Company N.

Practical implications

This study offers practical implications to governments, union activists, and employers in the game sector and more broadly in the tech industry, where labour-management conflicts are escalating across the globe.

Originality/value

Our study of a rare unionization event in the difficult game sector offers a nuanced understanding of mobilization and its process. Theoretically, by introducing the dynamic process of natural leader emergence and spontaneous union formation in a young industry where neither pre-existing leadership nor extant union influence exists, this study suggests that the mobilization process is more complex and variegated than suggested by Kelly's study and subsequent studies. Therefore, this study can advance the current discussion of mobilization mechanisms in the field of industrial relations. Our study also contributes to current research by introducing collective mobilization in a new context, i.e. the young, dynamic game industry in a non-Western country, which is a context that has been under-studied thus far.

Details

Employee Relations: The International Journal, vol. 42 no. 6
Type: Research Article
DOI: https://doi.org/10.1108/ER-10-2019-0382
ISSN: 0142-5455

Keywords

  • Game developers
  • Spontaneous unionization
  • South Korea
  • Mobilization
  • Crunch mode
  • Natural leadership

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