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'Few to Many': Change of Business Model Paradigm in the Video Game Industry

Author

Listed:
  • Thierry RAYNA

    (Novancia Business School, Paris)

  • Ludmila STRIUKOVA

    (University College London)

Abstract

Based on an exhaustive and integrated business model framework, this article examines the critical differences between the two main business model paradigms – the one inherited from PC/console games and the one promoted by mobile and online games – in regard to the five main business model components: value proposition, value creation, value delivery, value capture and value communication. It is found that, despite an increasingly tighter integration of the market, significant differences remain between the two paradigms in most components.

Suggested Citation

  • Thierry RAYNA & Ludmila STRIUKOVA, 2014. "'Few to Many': Change of Business Model Paradigm in the Video Game Industry," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 61-81, 2nd quart.
  • Handle: RePEc:idt:journl:cs9403
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    File URL: https://repec.idate.org/RePEc/idt/journl/CS94_RAYNA_STRIUKOVA.pdf
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    Citations

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    Cited by:

    1. Shinichi Yamaguchi & Kotaro Iyanaga & Hirohide Sakaguchi & Tatsuo Tanaka, 2017. "The Substitution Effect of Mobile Games on Console Games: An Empirical Analysis of the Japanese Video Game Industry," The Review of Socionetwork Strategies, Springer, vol. 11(2), pages 95-110, December.
    2. Steffen Roth, 2015. "The cash is in the medium, not in the machine: Toward the golden moments of 3D printing," Working Papers hal-01206562, HAL.

    More about this item

    Keywords

    video games; business models; paradigm; value creation; value proposition; value capture; value delivery; game consoles; online games; mobile games.;
    All these keywords.

    JEL classification:

    • D21 - Microeconomics - - Production and Organizations - - - Firm Behavior: Theory
    • D23 - Microeconomics - - Production and Organizations - - - Organizational Behavior; Transaction Costs; Property Rights
    • D40 - Microeconomics - - Market Structure, Pricing, and Design - - - General
    • L21 - Industrial Organization - - Firm Objectives, Organization, and Behavior - - - Business Objectives of the Firm
    • L22 - Industrial Organization - - Firm Objectives, Organization, and Behavior - - - Firm Organization and Market Structure
    • L23 - Industrial Organization - - Firm Objectives, Organization, and Behavior - - - Organization of Production
    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • O33 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Technological Change: Choices and Consequences; Diffusion Processes

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