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Opening your product: impact of user innovations and their distribution platform on video game success

Author

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  • Stefan Koch

    (Bogazici University)

  • Michael Bierbamer

    (WU – Vienna University of Economics and Business)

Abstract

The focus of this paper is the impact of user innovations on the success of video games. Through the use of secondary data sources, a dataset of 204 video games and their expert and user ratings, user innovation and distribution platform support, as well as the number of available user innovations, is constructed and analyzed. The results highlighted in particular the impact of supporting the main distribution platform for modifications, the Steam Workshop. Hypotheses related to the support of user innovations alone were not supported, but platform support did show a significant positive effect on both number of available user innovations as well as user ratings. The number of user innovations itself did not have an impact on the user ratings.

Suggested Citation

  • Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
  • Handle: RePEc:spr:elmark:v:26:y:2016:i:4:d:10.1007_s12525-016-0230-5
    DOI: 10.1007/s12525-016-0230-5
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    References listed on IDEAS

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    Cited by:

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    3. Alan Hevner & Onkar Malgonde, 2019. "Effectual application development on digital platforms," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(3), pages 407-421, September.
    4. Rainer Alt & Hans-Dieter Zimmermann, 2016. "Electronic Markets on electronic markets in education," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 311-314, November.
    5. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
    6. Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
    7. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
    8. Key Pousttchi & Alexander Gleiss, 2019. "Surrounded by middlemen - how multi-sided platforms change the insurance industry," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(4), pages 609-629, December.
    9. Hofman-Kohlmeyer Magdalena, 2021. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players," Journal of Management and Business Administration. Central Europe, Sciendo, vol. 29(1), pages 61-87, March.

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    More about this item

    Keywords

    User innovation; Video game industry; Lead users; Toolkits;
    All these keywords.

    JEL classification:

    • M19 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration - - - Other
    • M30 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - General
    • O3 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights

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