IDEAS home Printed from https://ideas.repec.org/a/idt/journl/cs9401.html
   My bibliography  Save this article

Innovations in the Video Game Industry: Changing Global Markets

Author

Listed:
  • Giuditta DE PRATO

    (Institute for Prospective Technologies, European Commission, Seville)

  • Claudio FEIJÓO

    (Technical University of Madrid; Research Centre for Applied ICTs)

  • Jean-Paul SIMON

    (JPS Public Policy Consulting, Seville)

Abstract

The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented.

Suggested Citation

  • Giuditta DE PRATO & Claudio FEIJÓO & Jean-Paul SIMON, 2014. "Innovations in the Video Game Industry: Changing Global Markets," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 17-38, 2nd quart.
  • Handle: RePEc:idt:journl:cs9401
    as

    Download full text from publisher

    File URL: http://repec.idate.org/RePEc/idt/journl/CS9401/CS94_SIMON_et_al.pdf
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Myriam DAVIDOVICI-NORA, 2014. "Paid and Free Digital Business Models Innovations in the Video Game Industry," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 83-102, 2nd quart.
    2. James Stewart & Gianluca Misuraca, 2012. "The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification," JRC Research Reports JRC77656, Joint Research Centre.
    3. Oecd, 2013. "The App Economy," OECD Digital Economy Papers 230, OECD Publishing.
    4. Feijoo, Claudio & Gómez-Barroso, José-Luis & Aguado, Juan-Miguel & Ramos, Sergio, 2012. "Mobile gaming: Industry challenges and policy implications," Telecommunications Policy, Elsevier, vol. 36(3), pages 212-221.
    5. Javier Ramos, 2014. "Crowdfunding and the Role of Managers in Ensuring the Sustainability of Crowdfunding Platforms," JRC Research Reports JRC85752, Joint Research Centre.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2023. "Playing with social relationships. Their role among actors in the video game industry," International Journal of Contemporary Management, Sciendo, vol. 59(4), pages 34-57, December.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
    2. Nam, Kyungjin & Kim, Hye-jin, 2020. "The determinants of mobile game success in South Korea," Telecommunications Policy, Elsevier, vol. 44(2).
    3. Gianluca Misuraca & Clelia Colombo & Csaba Kucsera & Stephanie Carretero & Margherita Bacigalupo & Raluca Radescu, 2015. "ICT-enabled Social Innovation in support of the Implementation of the Social Investment Package (IESI) - Mapping and Analysis of ICT-enabled Social Innovation Initiatives promoting Social Investment t," JRC Research Reports JRC97467, Joint Research Centre.
    4. Šimurková Patrícia & Poliak Miloš & Hernandez Salvador, 2018. "Uniform Market Conditions in Road Freight Transport," LOGI – Scientific Journal on Transport and Logistics, Sciendo, vol. 9(1), pages 94-104, May.
    5. Appio, Francesco Paolo & Leone, Daniele & Platania, Federico & Schiavone, Francesco, 2020. "Why are rewards not delivered on time in rewards-based crowdfunding campaigns? An empirical exploration," Technological Forecasting and Social Change, Elsevier, vol. 157(C).
    6. Arenal, Alberto & Armuña, Cristina & Feijoo, Claudio & Ramos, Sergio & Xu, Zimu & Moreno, Ana, 2020. "Innovation ecosystems theory revisited: The case of artificial intelligence in China," Telecommunications Policy, Elsevier, vol. 44(6).
    7. Swati Gupta & Sahil Raj & Sanjay Gupta & Ajay Sharma, 2023. "Prioritising crowdfunding benefits: a fuzzy-AHP approach," Quality & Quantity: International Journal of Methodology, Springer, vol. 57(1), pages 379-403, February.
    8. Colciago, Andrea & Etro, Federico, 2013. "Cloud computing, structural change and job creation in SMEs," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37064, May.
    9. Reinhardt, Ronny & Gurtner, Sebastian, 2018. "The overlooked role of embeddedness in disruptive innovation theory," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 268-283.
    10. Goumagias, Nikolaos & Fernandes, Kiran Jude & Nucciarelli, Alberto & Li, Feng, 2022. "How to overcome path dependency through resource reconfiguration," Journal of Business Research, Elsevier, vol. 145(C), pages 78-91.
    11. Peter Konhäusner, 2021. "Crowdsourcing in Sustainable Retail—A Theoretical Framework of Success Criteria," JRFM, MDPI, vol. 14(2), pages 1-21, February.
    12. Bustillo, René, 2013. "Net neutrality: debate and policies," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37067, May.
    13. Odunayo Magret Olarewaju & Joseph Olorunfemi Akande, 2016. "An Empirical Analysis of Capital Adequacy Determinants in Nigerian Banking Sector," International Journal of Economics and Finance, Canadian Center of Science and Education, vol. 8(12), pages 132-142, December.
    14. Jordán, Valeria & Rojas, Fernando & Barrantes, Roxana, 2013. "The shifting digital paradigm in Latin America," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37059, May.
    15. Xing Wan & Javier Cenamor & Geoffrey Parker & Marshall Van Alstyne, 2017. "Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective," Sustainability, MDPI, vol. 9(5), pages 1-18, May.
    16. James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.
    17. Jesús Mauricio Flórez-Parra & Gracia Rubio Martín & Carmen Rapallo Serrano, 2020. "Corporate Social Responsibility and Crowdfunding: The Experience of the Colectual Platform in Empowering Economic and Sustainable Projects," Sustainability, MDPI, vol. 12(13), pages 1-20, June.
    18. Flepp, Raphael & Nüesch, Stephan & Franck, Egon, 2017. "The liquidity advantage of the quote-driven market: Evidence from the betting industry," The Quarterly Review of Economics and Finance, Elsevier, vol. 64(C), pages 306-317.
    19. John C. Boik, 2014. "First Microsimulation Model of a LEDDA Community Currency-Dollar Economy," Working Paper 0001, Principled Societies Project, revised Oct 2014.
    20. Cabras, Ignazio & Goumagias, Nikolaos D. & Fernandes, Kiran & Cowling, Peter & Li, Feng & Kudenko, Daniel & Devlin, Sam & Nucciarelli, Alberto, 2017. "Exploring survival rates of companies in the UK video-games industry: An empirical study," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 305-314.

    More about this item

    Keywords

    games; game industry; video games; mobile games; apps; Asia; China; freemium; free-to-play; mobile; multiscreen; cross-media; smartphones; tablets; virtual goods.;
    All these keywords.

    JEL classification:

    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • L11 - Industrial Organization - - Market Structure, Firm Strategy, and Market Performance - - - Production, Pricing, and Market Structure; Size Distribution of Firms
    • M20 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - General
    • M21 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - Business Economics
    • M13 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration - - - New Firms; Startups

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:idt:journl:cs9401. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: BLAVIER Thomas (email available below). General contact details of provider: https://edirc.repec.org/data/idatefr.html .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.