scholarly journals Digitalization as a Game-Changer: A Study on Swedish Video Game Industry

Author(s):  
Mosarrat Farhana ◽  
◽  
Daniel Swietlicki ◽  

The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used. Findings show that video game retailers need to encourage engagement through incentives and other activities to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness. It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contributes in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.

2005 ◽  
Vol 20 (4) ◽  
pp. 234-244 ◽  
Author(s):  
Jonathan P Allen ◽  
Jeffrey Kim

This paper examines the influence of information technology (IT) on a distinct but closely related industry, the video game industry. We conceptualize the effects of IT as a process of translating three related dimensions of a technological frame - technology performance, industry practices, and use vision - from one industry to another. Through historical examples, we argue that the impact of IT on the video game industry is shaped and limited by this translation process, particularly when tensions between the two industries lead to the development of new complementary or replacement technologies, practices, or visions. Although heavily dependent on IT, the video game industry has had to ignore, postpone, or substantially modify important IT software tools, processors, storage media, graphics, and networking technologies because of these industry contradictions.


2019 ◽  
Vol 10 (1) ◽  
pp. 42-52 ◽  
Author(s):  
Andrej Jerman ◽  
Ivan Erenda ◽  
Andrej Bertoncelj

Abstract Background: The crucial elements of a smart factory, employees, machines, and products, have an important effect on current business models. Objectives: The main aim of our study is to present a case study of the impact of Industry 4.0 on the business model in a smart factory. The paper discusses the changes of business models of the organisation and determines critical factors that influence the business models in a knowledge society. Methods/Approach: Our sample included managers, from the company TPV, who are in charge of implementing a digital business model, and who are the most knowledgeable informants on the topic of our study. Data was obtained from, most widely used method for data collection in qualitative research, semi-structured interviews with managers. Content analysis was conducted for the purpose of our study. Results: Results of our study show that the major change will be that machines will have a “mind” of their own, whose main goal will be to work in production, and the role of employees will be primarily in expressing their creativity, carrying out urgent interventions and performing custody of processes. The key critical factors influencing business models in a smart factory are top management and leadership orientations, motivation of employees, collective wisdom, creativity and innovations. Conclusions: The study represents useful guidelines for strategic management of innovative companies in the earliest stages of the process of decision-making process.


2021 ◽  
Author(s):  
Deniz Şener ◽  
Türkan Yalçın ◽  
Osman Gulseven

2018 ◽  
Vol 19 (4) ◽  
Author(s):  
FILIPE C. VIEIRA ◽  
HAMILCAR V. DO VALE ◽  
MÁRCIA R. MAY

ABSTRACT Purpose: To understand how Embrapa Forestry Unit structure its business model to manage better the issues inherent to open innovation, oriented to the management of technology, science delimiting the elements of business models, and inbound and outbound open innovation and their aspects related to impact model. Originality/value: Embrapa Forestry is a research unit focused on technological research in the commercial and non-commercial forestry sector. The central objective of this work was to evaluate how a public company manages its business model in the practical exercise of open innovation. Design/methodology/approach: In order to understand the company’s business model, we adopted the perspective of triangulated single case study between semi-structured interviews and secondary data review based on reports and memos. This is all due to the technological relevance that used open innovation to design a model that today we understand as business models and impact business model, with the data collected and analyzed using the Atlas.ti software. Findings: The results indicate that the importance of Embrapa in the technological scenario in Brazilian agriculture has a significant socioeconomic impact. As a variant, we recognize that, for future research, other theoretical models could be used or adapted to the Brazilian empirical context to understand other organizational elements not addressed in the present study, which can explore cultural relations of the organization and the constitution of sense and meanings in the context of the innovation in public research companies.


2013 ◽  
Vol 12 (10) ◽  
pp. 1273
Author(s):  
Jeffry Babb ◽  
Neil Terry ◽  
Kareem Dana

This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendos Wii was the top selling global platform; Nintendo DS was the second tier; Xbox 360, Sony PlayStation 3, and the personal computer (PC) are in the third tier; the fourth tier consists of Sony PlayStation 2 and Sony PSP; and the retired sixth generation Nintendo GameCube is the lowest sales tier.


2021 ◽  
pp. 293-343
Author(s):  
Philipp C. Sauer ◽  
Guido Orzes ◽  
Laura Davi

Abstract Industry 4.0 (I4.0) transforms current production paradigms and raises an inherent need to integrate this with a firm’s rational of creating, delivering, and capturing value, i.e., the business model. The resource intensive I4.0 technology implementation challenges any organization and especially small- and medium-sized enterprises (SMEs). To provide theoretical and practical support for this, our chapter first conducts a systematic literature review on business models and I4.0 technologies with a qualitative investigation and a quantitative contingency analysis. The chapter then analyses secondary data from 30 SMEs of an innovative Italian manufacturing cluster for which business model elements are modified while implementing specific I4.0 technologies. To guide future practice and research, 13 propositions and 4 research directions are developed on how implementing individual I4.0 technologies can modify specific business model elements for SMEs 4.0.


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