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Article
Publication date: 17 July 2019

Jean Paul Simon

Abstract

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Digital Policy, Regulation and Governance, vol. 21 no. 3
Type: Research Article
ISSN: 2398-5038

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

Abstract

Details

Digital Policy, Regulation and Governance, vol. 21 no. 6
Type: Research Article
ISSN: 2398-5038

Article
Publication date: 13 June 2016

Jean Paul Simon

The purpose of this paper is to provide an interpretative framework for the high market capitalisation companies (unicorns) universe, especially with the deployment of the mobile…

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Abstract

Purpose

The purpose of this paper is to provide an interpretative framework for the high market capitalisation companies (unicorns) universe, especially with the deployment of the mobile internet. The paper attempts to account for this global trend and to describe its global setting (global data), and its various components.

Design/methodology/approach

This paper originates from a research meant to document the phenomenon of high market capitalisation companies (unicorns) through the investigation of a qualitative sample of companies. The paper is based on desk research, a review of literature, review of the technical journals and analysis of annual reports. Going beyond the observations gathered from the sample, the research found that the transformations of the mobile communications ecosystem could provide an adequate framework to understand and put in perspective this phenomenon.

Findings

The paper defined unicorns as information technology (IT)-based (software mostly but hardware as well) start-ups that bridge pent-up demand and supply through innovative services and products mostly rooted in the mobile internet wave and the opportunities it brings along. The paper shows that smartphones as games changers facilitate the entry of new players in the mobile markets coming either from the IT sector or from Asia, much to the detriment of the European Union (EU) industry grappling with legacy business models. These companies derived the most from a mobile-first approach and have an outstanding number of unicorns. The paper identifies a potential telecom policy failure especially in the EU: policies have been tilted towards the supply side, without enough consideration of demand. The paper suggests that the EU, after having lead the previous wave, may have missed the last one (mobile broadband) not only from a policy but also from an industry viewpoint.

Research limitations/implications

More research should be done to better investigate what might have been the causes of this apparently missed mobile turn in Europe. The paper deals mostly with the cases of Asia and the USA. As the paper concentrates on the issue of unicorns and mobile technology, some other aspects of the mobile markets may not be taken into account.

Practical implications

The paper suggests reconsidering some policies in the field, to better take into account the role of consumers and to improve the link with other policies like innovation policies.

Social implications

The paper attempts at giving a better understanding of the evolution of demand and its role in the making of some new services. The paper does not deal with other societal issues like privacy or data.

Originality/value

The main assumption about the role of the mobile internet can shed some light not only about related developments such as the app economy but also about the business and technological environment of an array of start-ups, some of them having reached impressive market capitalisation. The paper reveals how this mobile wave is reshuffling companies, sectors, and geographies. The paper provides one of the first analysis of the unicorn phenomenon.

Details

info, vol. 18 no. 4
Type: Research Article
ISSN: 1463-6697

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…

4013

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

Content available
Article
Publication date: 27 September 2018

Simon Jean Paul

Abstract

Details

Digital Policy, Regulation and Governance, vol. 20 no. 6
Type: Research Article
ISSN: 2398-5038

Article
Publication date: 20 October 2021

Jean Paul Simon

Some specialized consultancies have been making the case of an “API economy”. This study aims to investigate the issue, marshalling data on the economic dimension, to better…

Abstract

Purpose

Some specialized consultancies have been making the case of an “API economy”. This study aims to investigate the issue, marshalling data on the economic dimension, to better understand the environments of APIs. It offers an overview of the functions and definition of application programming interfaces (APIs) in the backdrop of the history of services computing. The paper attempt assessing the economic value (size of the market) of APIs and reviews some of the available metrics. The paper also takes a look some issues and challenges ahead for the deployment of all kind of APIs.

Design/methodology/approach

The paper is based on desk research and a scientific and grey literature review. However, it relies mostly on specialized consultancies although from a critical viewpoint. The paper provides an historical account of the notions of APIs and API economy.

Findings

The paper questions the idea of an “API economy” that still stands on the “hype” side and is not clearly substantiated. It reveals that the number of firms with mature API programs remains small and that there is an uneven development across industries (traditional firms are less active than digital natives) and countries (Silicon Valley is leading). It highlights that the domination of IT companies (leaders and pioneers of APIs) raises issue of competition and at some point, may prevent rather than foster innovation.

Research limitations/implications

There is no robust data about the size of the API market nor about its value. Sources are highly heterogeneous and delimitations not always precise. The standard metrics or indicators are hard to find. Further research would be needed to better document this area.

Practical implications

The paper reviews some of the expected benefits of the use of APIs as enablers of private or public ecosystems.

Social implications

The paper delineates some of the economic benefits of the public APIs based on open data. It shows some positive examples of public APIs in the EU.

Originality/value

There is hardly any mention of the API economy in research literature. Most of the academic literature still stems from engineering department or business-management departments, not department of economics. Consultants would usually focus on the potential of business growth, on how to design an effective API strategy but not on the very economic dimension. The paper attempts providing a synthesis of the available data.

Details

Digital Policy, Regulation and Governance, vol. 23 no. 5
Type: Research Article
ISSN: 2398-5038

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…

1939

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: 28 March 2019

Jean Paul Simon

This paper aims to clarify the notion of artificial intelligence (AI), reviewing the present scope of the phenomenon through its main applications. It aims at describing the…

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Abstract

Purpose

This paper aims to clarify the notion of artificial intelligence (AI), reviewing the present scope of the phenomenon through its main applications. It aims at describing the various applications while assessing the markets, highlighting some of the leading industrial sectors in the field. Therefore, it identifies pioneering companies and the geographical distribution of AI companies.

Design/methodology/approach

The paper builds upon an in-depth investigation of public initiatives focusing mostly on the EU. It is based on desk research, a comprehensive review of the main grey and scientific literature in this field.

Findings

The paper notes that there is no real consensus on any definition for this umbrella term, that the definition does fluctuate over time but highlights some of the main changes and advances that took place over the past 60 years. It stresses that, in spite of the hype, on both the business and consumer sides, the demand appears uncertain. The scope of the announced disruptions is not easy to assess, technological innovation associated with AI may be modest or take some time to be fully deployed. However, some companies and regions are leading already in the field.

Research limitations/implications

The paper, based on desk research, does not consider any expert opinions. Besides, the scientific literature on the phenomenon is still scarce (but not the technical one in the specific research sectors of AI). Most of the data come from consultancies or government publications which may introduce some bias, although the paper gathered various, often conflicting viewpoints.

Originality/value

The paper gives a thorough review of the available literature (consultancies, governments) stressing the limitations of the available research on economic and social aspects. It aims at providing a comprehensive overview of the major trends in the field. It gives a global overview of companies and regions.

Details

Digital Policy, Regulation and Governance, vol. 21 no. 3
Type: Research Article
ISSN: 2398-5038

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

1 – 10 of 302