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


  • Thierry RAYNA

    (Novancia Business School, Paris)

  • Ludmila STRIUKOVA

    (University College London)


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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    Cited by:

    1. 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


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

    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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