Search results

1 – 10 of over 7000
Article
Publication date: 24 May 2022

Zhanna Belyaeva, Anait Petrosyan and S.M. Riad Shams

The purpose of this study is to identify and evaluate the video game ecosystem development in the context of socioeconomic and technological progress while analyzing the role of…

Abstract

Purpose

The purpose of this study is to identify and evaluate the video game ecosystem development in the context of socioeconomic and technological progress while analyzing the role of stakeholders in the video game industry for regional markets' growth.

Design/methodology/approach

The paper exploits technological and socioeconomic data in 25 countries grouped into the regions, as a methodological approach that allows identifying and evaluating the determinants of the video game industry's ecosystem development. The authors applied econometric modeling to understand technological, economic and social determinants forming video gaming industry growth in regional markets.

Findings

Different types of stakeholders are involved in the video game industry performing particular functions. Using econometric modeling for advanced and developing economies countries, we have found that different stakeholder groups and their engagement dynamics in the video gaming industry directly depend on socioeconomic and technological effects in certain regions of the world.

Originality/value

This study contributes to the knowledge within forming creative clusters around video gaming industry in developed and developing economies countries. The findings bridge the gap between quantitative and qualitative research in stakeholder-related characteristics, and key factors affecting the development of the video gaming market. The analyzed database of industry revenues within specific global regions shed the light on the future functionality of the ecosystem development in the new normal world.

Article
Publication date: 24 October 2019

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 games as a…

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
ISSN: 1746-5648

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…

1958

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: 16 January 2007

Frank Alpert

In less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about…

4942

Abstract

Purpose

In less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about this industry. Stereotypes about the industry may not be correct. This paper seeks to address this knowledge gap.

Design/methodology/approach

The paper identifies what is known, and what needs to be known. The paper reviews the literature and adds data from the most recent reports available.

Findings

The literature has been slow to address this industry. It has not even been clear what to call this industry. (Some people still call it the video game industry.) The most basic marketing issues still need to be researched, i.e. customer benefits sought and segmentation. A typology of game genres is proposed.

Originality/value

This paper is the first overview of the entertainment software industry from a marketing perspective.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 19 no. 1
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 30 March 2010

Peter Zackariasson and Timothy L. Wilson

The purpose of this paper is to identify, characterize, and discuss paradigm shifts that have occurred in the video game industry with some emphasis on competition and…

6048

Abstract

Purpose

The purpose of this paper is to identify, characterize, and discuss paradigm shifts that have occurred in the video game industry with some emphasis on competition and competitiveness.

Design/methodology/approach

Basically, the paper depends upon a review of the literature associated with video game development. Past history is taken from texts and academic papers dealing with the subject. More current observations are taken from the business and popular press. These observations are placed within a context associated with the classic papers on industry evolution, paradigms, paradigm shifts, competition, and competitiveness.

Findings

It is difficult to capture present shifts in such a fast‐growing industry, but these shifts seem clear: the original entry of video games into the arcade sector that led to the industry and the demise of pinball; the development of the home cartridge and console that made the industry a home‐based phenomenon; the entry of independent game‐publishers that made the industry a two‐tiered one; and the development of massively multiplayer online role‐playing games (MMORPGs) that changed the way games are played.

Originality/value

The video game industry is an interesting one to follow. To an extent, its development characterizes our generation – fast paced, technologically oriented, and targeted toward the young and young at heart. This paper takes the subject away from a historical or anecdotal approach and places it within the context of industry evolution, paradigms, and paradigm shifts. It thus should be of value to students of not only video games, but also the evolution of rapidly growing industries and establishment of competitive advantages.

Details

Competitiveness Review: An International Business Journal, vol. 20 no. 2
Type: Research Article
ISSN: 1059-5422

Keywords

Article
Publication date: 12 July 2011

Mikael Gidhagen, Oscar Persson Ridell and David Sörhammar

The objective of this paper is to present an empirically founded outline of value creation and the orchestration of this process.

3085

Abstract

Purpose

The objective of this paper is to present an empirically founded outline of value creation and the orchestration of this process.

Design/methodology/approach

A qualitative study of the video game industry was undertaken for which data were collected through use of both primary and secondary sources. The gathered data enabled a categorization of the industry, from both a user and a firm perspective, into different archetypical modes of value creation.

Findings

The study adds to the understanding of value creation by illustrating that a firm can orchestrate the process through which value is created by being: an inspirator; a facilitator, and an attendant. In illustrating the continuity of this process, the paper introduces the orchestrating firm and the value emergence process.

Research limitations/implications

In describing the modes through which interaction occurs within the video game industry, the paper provides an outline which can be used for further investigations of value creation. This industry holds, however, certain features making the arguments presented in need of further research.

Practical implications

Based on the empirical findings, an outline is provided for the allocation and deployment of internal resources in order to enable continuous value creation.

Originality/value

The paper empirically exemplifies how value creation is orchestrated by developing firms within the video game industry and illustrates value creation as a continuous process; a value emergence process.

Details

Managing Service Quality: An International Journal, vol. 21 no. 4
Type: Research Article
ISSN: 0960-4529

Keywords

Article
Publication date: 2 February 2024

Koraya Techawongstien

The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles…

Abstract

Purpose

The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a localization domain that accommodates both official and unofficial translation/localization efforts. This general review paper aims to outline the author's experiences in collecting data within the domain of video game translation/localization in Thailand.

Design/methodology/approach

Using a descriptive approach, this general review paper employs the netnography method. It sheds light on the complexities of video game translation/localization in Thailand and incorporates semi-structured interviews with a snowball sampling technique for the selection of participants and in-game data collection methods.

Findings

The netnography method has proved instrumental in navigating the intricacies of this evolving landscape. Adopting the netnography method for data collection in this research contributes to establishing more robust connections with the research sites. “Inside” professionals and individuals play a significant role in data gathering by recommending additional sources of information for the research.

Originality/value

While netnography is conventionally applied in the market and consumer research, this paper demonstrates its efficacy in unraveling the dynamics of video game translation/localization in Thailand.

Details

Qualitative Research Journal, vol. 24 no. 2
Type: Research Article
ISSN: 1443-9883

Keywords

Article
Publication date: 25 November 2019

Stefan Koch and Philipp Artmayr

The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant…

Abstract

Purpose

The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant portion of video game companies employ user innovation, and how these strategies are showing signs of success and evolve over time.

Design/methodology/approach

From various online data sources, information was extracted for 2,003 video game companies and 3,923 video games and analyzed using quantitative statistical approaches.

Findings

The analysed data show that a significant proportion of video game companies rely on user innovation-related strategies. If user innovation possibilities are provided, user ratings also tend to be higher. Over time, this strategy of enabling user innovation becomes more prevalent, but companies do also abandon such strategies or use them selectively. Especially, never employing them is associated with decreased company lifespan.

Originality/value

This is the first paper providing a large-scale insight into the evolution of user innovation strategies in an industry.

Details

European Journal of Innovation Management, vol. 23 no. 5
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 31 January 2019

Nadia Jimenez, Sonia San-Martin, Carmen Camarero and Rebeca San Jose Cabezudo

This paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their…

1822

Abstract

Purpose

This paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).

Design/methodology/approach

Information was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.

Findings

Results show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that gives rise to differences in motivations-purchase intention links: Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions.

Originality/value

There are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.

Details

Journal of Consumer Marketing, vol. 36 no. 1
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 23 July 2020

Barbara Del Bosco, Roberto Chierici and Alice Mazzucchelli

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and…

Abstract

Purpose

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.

Design/methodology/approach

The paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.

Findings

The findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.

Originality/value

This study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.

Details

Journal of Small Business and Enterprise Development, vol. 27 no. 4
Type: Research Article
ISSN: 1462-6004

Keywords

1 – 10 of over 7000