scholarly journals Online Media Business Models: Lessons from the Video Game Sector

2016 ◽  
Vol 11 (1) ◽  
pp. 103-123 ◽  
Author(s):  
Marlen Komorowski ◽  
Simon Delaere
Author(s):  
Patrycja Klimas

This paper presents the results of the research on key resources exploited under business models of video game developers. The main attention is paid to the identification and hierarchizing of key resources, as well as their specific types. It should be noticed that the reported study takes into account diversification of video game developers in terms of monetization models exploited, i.e. premium, freemium, or hybrid, which seems to be novel.In general, the findings locate people together with their tacit, experience-based knowledge at the top of the key resources hierarchy. Nevertheless, the results show that there are differences in perception and exploitation of the key resources among the considered types of game developers. Interestingly, only those with the premium monetization model point at tacit organizational knowledge as a specific type of key resources exploited under their business model. Moreover, the identified relational resources – although not considered in the business model canvas approach – are acknowledged only by developers using the hybrid monetization model. Last but not least, physical resources are seen as non-key ones by all the considered types of game developers.


Author(s):  
Sherine Farouk

Abstract   In the current technological and competitive world, individuals are provided with a broad range of digital as well as traditional channels. Presently, online news sites are providing high satisfaction to the readers, and this scenario has simultaneously caused a decline in the circulation of print newspapers. Given this, the present study aimed to identify the choice of consumers in online and print media regarding the format preference and also examined whether there is any difference in the demographic characteristics in the choice of consumer. This study adopted the quantitative method and primary data collection approach where paper-based survey was conducted among 102 journalists. Furthermore, this study analysed the influence of involved variables (print and online media) and also examined the relationship between format preference and demographic characteristics between the two media. This study would further shed light on the two important input classifications such as exploratory and descriptive research. The findings of the study are provided in tabular formats after carrying out the qualitative data collection such as the focus group interview and the elite and specialised interview. The hypotheses for the study were developed based on the literature review and were tested using the chi-squared test. The study’s findings showed that there is no association between personal attributes and media type. Majority of them reported that irrespective of education, gender, income, age and nationality, they prefer online media, especially the internet, as their basic resource. However, few old-age consumers prefer print media, especially newspapers. Moreover, this study concludes that there is no statistical significant association between media type preference and the reasons. This is due to the fact that, based on media type, there is a lack of difference in the reason choices provided by the consumers. This study empirically concludes that print media is significantly influenced by online media. Several features that create an impact on print media include profitability, market share, subscription, advertising revenue, demand and print revenue.   Keywords: Web content, new business models, profitability, market share.


Author(s):  
Vassiliki Cossiavelou

This paper explores the influence of regulatory instruments in media content gatekeeping model and especially, the impact of ACTA (Anti-Counterfeiting Trade Agreement) in online media industries. The author argues that both developments in the regulatory field worldwide as well as the emerging role of international agreements' negotiators on internet access and security issues are going to influence also the media gatekeeping model. The analysis shows that even an updated by the ICTs' evolutions media gatekeeping model should follow the developments on regulations' global debate related to online media and on their impact to the electronic and mobile (e/m) business models. The actions taken by EU institutions indicate the establishment of EU as a global negotiator in cultural industries as well as the global internet users' communities as an informal negotiator for online media issues.


This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


Author(s):  
Patrycja Klimas

This paper aims at exploration of revenue models and recognition of revenue streams currently exploited by video gamę developers. The fact that the monetisation models are fastchanging and expanding in business practice, but fragmentary researched in management science makes them worth consideration. Therefore, different revenue models have beenidentified and discussed in the light of the results of desk (literaturę and industry reports review supported by analysis of evidence from global business practice) and field research(semi-structured interviews with Polish video gamę developers). Using triangulated data it was possible to identify: (1) four revenue models aimed at selling paid games: paid gamę fororder, premium, paid mobile, and subscription; (2) one revenue model aimed at selling free games: freemium; and (3) one revenue model aimed at selling intellectual property rights:licensing. In a morę detailed perspective, six different revenue models and nine different revenue streams exploited under these revenue models have been revealed and discussed.The main contribution of the article is the recognition of a wide portfolio of revenue streams and revenue models possible to consider by video gamę developers during decision makingprocess on the structure of their revenue logie. Additional, theoretical and managerial implications are as follows: development of generał framework of the revenue logie beingintegral part of business models, Identification of currently used revenue models by video gamę developers which have been overlooked in prior literaturę (e.g. selling customised games for order or licensing parts of gamę content or gamę components).


Gamification ◽  
2015 ◽  
pp. 883-907
Author(s):  
Nabyla Daidj

This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


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.


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