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1 – 10 of over 18000
Article
Publication date: 27 September 2011

Yimei Hu and Olav Jull Sørensen

The purpose of this paper is to explore and highlight the particular innovation characteristics and modes of the Chinese online game industry from a networking perspective.

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Abstract

Purpose

The purpose of this paper is to explore and highlight the particular innovation characteristics and modes of the Chinese online game industry from a networking perspective.

Design/methodology/approach

This research is qualitative. Both primary and secondary data are used, which is collected through desk research on related documents and long‐term participative observation and personal experiences. This paper begins with an overview of the online game industry's innovation process and types; then constructs a framework that contains four innovation modes with different networks to guide the analysis and organization on the empirical findings; finally, the paper proposes some implications for companies and government.

Findings

This paper is an attempt to open the black box of the innovation of the Chinese online game industry. Born as an incomplete and virtual product, the innovation modes evolve from closed to a combination of open and networking ones. Producer‐driven Innovation Network Mode shows that game companies can get innovation resources through its focal network. Producer‐user Interaction Mode shows that players' have tremendous innovation potential. Open Collaborative Network Mode shows that power is distributed and the roles of actors are blurred.

Originality/value

This paper offers an analysis of the Chinese online game industry from the innovation side and partly fills the research gap. Also, this paper emphasized the users' innovation ability and a hybrid of different innovation modes, which can be seen as a successful theory test of user innovation, innovation networks, and open innovation theories in the Chinese context.

Details

Journal of Knowledge-based Innovation in China, vol. 3 no. 3
Type: Research Article
ISSN: 1756-1418

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

Content available
Article
Publication date: 20 November 2023

David Micallef, Lukas Parker, Linda Brennan, Bruno Schivinski and Michaela Jackson

This paper aims to understand the opportunities and challenges to engage emerging adult gamers (aged 18–25) in adopting healthier diet behaviours through online games and related…

Abstract

Purpose

This paper aims to understand the opportunities and challenges to engage emerging adult gamers (aged 18–25) in adopting healthier diet behaviours through online games and related platforms such as esports and streaming. The study uses a socio-ecological approach to understand influences and suggests approaches to changing behaviours.

Design/methodology/approach

Purposive and convenience sampling were used to identify (n = 13) online gaming industry professionals and emerging adult (EA) gamers for interview. Qualitative thematic analysis of data using NVivo was undertaken.

Findings

Bi-directional influences were found that are potentially impacting EA diet behaviours. Food industry advertising and sponsorships were identified as dominant influences within the behavioural ecology, using microcelebrities and esports events to target EAs. The study identifies a need for social marketers to engage EA gamers in healthful behaviours through interventions across various levels of the behavioural ecology, including those upstream with industry and potential government regulation, to promote better health and balance food marketing. It also identifies future research avenues for engaging gamers in good health.

Originality/value

To the best of the authors’ knowledge, this is the first study to explore the impact of the gaming behavioural ecology on EA diet behaviour. It identifies new channels that social marketers can use to engage EAs, who are difficult to reach through more traditional marketing channels.

Details

Journal of Social Marketing, vol. 14 no. 1
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 17 May 2011

Fen‐may Liou and Yuan‐Chuan Gao

Previous studies have suggested that one may trace the factors (i.e. sources of the competitive advantage) that cause the firm performance by examining the performance itself…

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Abstract

Purpose

Previous studies have suggested that one may trace the factors (i.e. sources of the competitive advantage) that cause the firm performance by examining the performance itself. Financial ratios have been used to trace the sources of competitive advantage, that is, the resource configuration, but the key resources driving superior performance remained undiscovered. The present study seeks to reduce the number of dimensions in the resource configuration to a two‐dimensional map to capture firms' relative resource positions and identify the resources and capabilities that lead to the superior performance.

Design/methodology/approach

Factor analysis is used to extract the resource bundles and management capabilities of the online game industry in Taiwan from financial ratios included in the expanded Du Pont identity. These resource and capability bundles are subsequently verified by discriminant analysis to distinguish firms with competitive advantage from firms with competitive disadvantage. Factor scores are then used as inputs for multidimensional scaling to draw the resource positioning of the competitive firms.

Findings

The competitive advantage of online firms can be determined using two dimensions of intellectual property and relationship assets. In addition, firms with advantage in upstream (game developers) and downstream (channels) relationships perform better than other firms.

Research limitations/implications

Private online game firms are excluded from the empirical study because their financial data are not available.

Originality/value

Using financial ratios, the present research identified the resource and capability bundles essential to the superior performance of the online game firms.

Details

Journal of Strategy and Management, vol. 4 no. 2
Type: Research Article
ISSN: 1755-425X

Keywords

Article
Publication date: 28 August 2019

Rennie Naidoo, Kalley Coleman and Cordelia Guyo

The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online

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Abstract

Purpose

The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online gaming community, in South Africa.

Design/methodology/approach

The paper uses a technique called contrapuntal analysis to identify and explore competing discourses in over 200 messages on gender struggles about social inclusion posted in the local community’s gamer discussion board, based on seven threads initiated by women gamer activists.

Findings

The findings show how four interrelated gender discursive struggles about social inclusion and social exclusion animated the meanings of online gamer relations: dominance vs equality, stereotyping vs diversity, competitiveness vs cooperativeness and privilege vs empowerment.

Practical implications

Game designers should reinforce more accurate and positive stereotypes to cater for the rapidly growing female gamer segment joining the online gaming market and to develop a less chauvinistic and more diversely representative online gaming community. Enlightened gamers should exercise greater solidarity in fighting for gender equality in online gaming communities.

Originality/value

The critical relational dialectics analysis adopted in this study offers a promising avenue to understand and critique the discursive struggles that arise when online gamers from the different gender groups relate. The findings highlight the unequal discursive power and privilege of many white male gamers when discussing social inclusion. Advancing our understanding of these discursive struggles creates the possibilities for improving social inclusion in online gaming communities.

Details

Information Technology & People, vol. 33 no. 2
Type: Research Article
ISSN: 0959-3845

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: 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: 1 December 2004

Alan D. Smith

Technology that directly leverages the internet is rapidly changing how people interact with one another, especially in the entertainment industry. Industries that were once…

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Abstract

Technology that directly leverages the internet is rapidly changing how people interact with one another, especially in the entertainment industry. Industries that were once considered amoral and illegal are adapting to new business models and transforming how business transactions are conducted and financial profits are generated. This is certainly the case with e‐gambling, in particular with regard to the proliferation of e‐casinos. Strategically important questions must be answered concerning how governmental agencies and new industries developed around the internet should be regulated, particularly issues associated with online gambling. Is online gambling the major addictive channel of all forms of gambling, and should the government do something to stop it? Should governments treat e‐casinos similarly to regular casinos and gaming activities and tax the industry to aid society? The internationality of the internet makes it very difficult to find solutions based only on local and national solutions. The future of cybergambling may be dependent on the diffusion of innovations, and whether they can deliver customer value in an ethical and legitimate manner.

Details

Online Information Review, vol. 28 no. 6
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 8 February 2021

Antonio Zerafa, James Banks and Jaime Waters

The purpose of this paper is to explore the challenges of countering fraud in Malta’s remote gaming industry.

Abstract

Purpose

The purpose of this paper is to explore the challenges of countering fraud in Malta’s remote gaming industry.

Design/methodology/approach

Six individuals from three major stakeholders in Malta’s remote gaming industry were interviewed for this study.

Findings

The interviewees report that a multitude of fraudulent activities are present in Malta’s remote gaming industry. This includes identity fraud, credit card fraud, bonus abuse and collusion and chip dumping. Participants indicate that crimes of fraud often go unreported and unrecorded, resulting in a limited evidence base upon which to develop holistic and effective counter-fraud measures.

Research limitations/implications

The research sample is small, although this study is the first to examine the perspectives of key stakeholders working in one of the world’s largest remote gaming industries. Findings are of relevance to regulated online gambling markets across the globe.

Practical implications

The study suggests that better intelligence sharing amongst gambling operators and regulators can serve to enhance counter-fraud measures both locally and internationally.

Originality/value

The reputational and commercial imperative of gambling operators and regulators means that research studies pertaining to the topic of crime in the remote gaming industry that incorporate their perspectives are rare.

Details

Journal of Financial Crime, vol. 28 no. 4
Type: Research Article
ISSN: 1359-0790

Keywords

Article
Publication date: 26 August 2021

Wei-Lun Chang, Li-Ming Chen and Yen-Hao Hsieh

This research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game

Abstract

Purpose

This research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.

Design/methodology/approach

This study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.

Findings

Teamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.

Research limitations/implications

More samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.

Practical implications

The authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.

Originality/value

This research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.

Details

Kybernetes, vol. 51 no. 12
Type: Research Article
ISSN: 0368-492X

Keywords

1 – 10 of over 18000