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Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities

Citations

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Cited by:

  1. 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.
  2. Yuki Inoue, 2019. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors," Sustainability, MDPI, vol. 11(3), pages 1-25, January.
  3. Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
  4. Cenamor, Javier & Frishammar, Johan, 2021. "Openness in platform ecosystems: Innovation strategies for complementary products," Research Policy, Elsevier, vol. 50(1).
  5. Anita Radman Peša & Dijana Čičin-Šain & Toni Blažević, 2017. "New Business Model In The Growing E-Sports Industry," Poslovna izvrsnost/Business Excellence, Faculty of Economics and Business, University of Zagreb, vol. 11(2), pages 121-131.
  6. 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.
  7. Lassila, Erkki M., 2022. "“Free”-to-play game: Governing the everyday life of digital popular culture," CRITICAL PERSPECTIVES ON ACCOUNTING, Elsevier, vol. 87(C).
  8. Healey, John & Moe, Wendy W., 2016. "The effects of installed base innovativeness and recency on content sales in a platform-mediated market," International Journal of Research in Marketing, Elsevier, vol. 33(2), pages 246-260.
  9. Marchand, André & Hennig-Thurau, Thorsten & Wiertz, Caroline, 2017. "Not all digital word of mouth is created equal: Understanding the respective impact of consumer reviews and microblogs on new product success," International Journal of Research in Marketing, Elsevier, vol. 34(2), pages 336-354.
  10. Christopher S. Brunt & Amanda S. King & John T. King, 2020. "The influence of user-generated content on video game demand," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(1), pages 35-56, March.
  11. Seo Eunji & Inoue Yuki, 2023. "Sales effect of a software product series’ length in Japan," Management & Marketing, Sciendo, vol. 18(3), pages 251-269, September.
  12. 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.
  13. 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.
  14. Jang, Seongsoo & Kitchen, Philip Jame & Kim, Jinwon, 2018. "The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses," Journal of Business Research, Elsevier, vol. 92(C), pages 250-259.
  15. 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.
  16. Nadeem, Riba & Kazmi, Aliya & Jawaid, Rubab & Arif, Syed Mohsin, 2020. "The impact of avatar attractiveness and customization on online gamers’ flow and loyalty," MPRA Paper 104436, University Library of Munich, Germany.
  17. Beatriz Villarejo-Carballido & Cristina M. Pulido & Santiago Tejedor, 2022. "Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game," Future Internet, MDPI, vol. 14(11), pages 1-12, November.
  18. Nico Wiegand & Yuri Peers & Alexander Bleier, 2023. "Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry," Journal of the Academy of Marketing Science, Springer, vol. 51(2), pages 393-417, March.
  19. Xu Chen & Chunhong Liu & Yao Jiang & Changchun Gao, 2021. "What Causes the Virtual Agglomeration of Creative Industries?," Sustainability, MDPI, vol. 13(16), pages 1-18, August.
  20. Marchand, André, 2016. "The power of an installed base to combat lifecycle decline: The case of video games," International Journal of Research in Marketing, Elsevier, vol. 33(1), pages 140-154.
  21. Karl Werder, 2022. "Esport," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 64(3), pages 393-399, June.
  22. Klimas Patrycja, 2019. "A Cultural Fit in Cooperation – Recognition of the Cultural Facet of Game Developers," Management Sciences. Nauki o Zarządzaniu, Sciendo, vol. 24(1), pages 3-10, March.
  23. Siemens, Jennifer Christie & Smith, Scott & Fisher, Dan & Thyroff, Anastasia & Killian, Ginger, 2015. "Level Up! The Role of Progress Feedback Type for Encouraging Intrinsic Motivation and Positive Brand Attitudes in Public Versus Private Gaming Contexts," Journal of Interactive Marketing, Elsevier, vol. 32(C), pages 1-12.
  24. Seidl, Andrea & Caulkins, Jonathan P. & Hartl, Richard F. & Kort, Peter M., 2018. "Serious strategy for the makers of fun: Analyzing the option to switch from pay-to-play to free-to-play in a two-stage optimal control model with quadratic costs," European Journal of Operational Research, Elsevier, vol. 267(2), pages 700-715.
  25. Peters, Frank, 2018. "The business of video games is a multi-player game : Essays on governance choices and performance in a two-sided market in the cultural industries," Other publications TiSEM 886b3148-4bbb-4ea4-b666-0, Tilburg University, School of Economics and Management.
  26. Eisingerich, Andreas B. & Marchand, André & Fritze, Martin P. & Dong, Lin, 2019. "Hook vs. hope: How to enhance customer engagement through gamification," International Journal of Research in Marketing, Elsevier, vol. 36(2), pages 200-215.
  27. Jukka Ruohonen & Sami Hyrynsalmi, 2017. "Evaluating the use of internet search volumes for time series modeling of sales in the video game industry," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(4), pages 351-370, November.
  28. Oliver Schaer & Nikolaos Kourentzes & Robert Fildes, 2022. "Predictive competitive intelligence with prerelease online search traffic," Production and Operations Management, Production and Operations Management Society, vol. 31(10), pages 3823-3839, October.
  29. Tom Hamami & James Bailey, 2021. "Expert product reviews and conflict of interest," Managerial and Decision Economics, John Wiley & Sons, Ltd., vol. 42(1), pages 170-176, January.
  30. Badrinarayanan, Vishag A. & Sierra, Jeremy J. & Martin, Kinnon M., 2015. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)," Journal of Business Research, Elsevier, vol. 68(5), pages 1045-1052.
  31. Tsai, Pei-Hsuan & Chen, Chih-Jou, 2021. "Entertainment in retailing: Challenges and opportunities in the TV game console industry," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
  32. Situmeang, Frederik B.I. & Gemser, Gerda & Wijnberg, Nachoem M. & Leenders, Mark A.A.M, 2016. "Risk-taking behavior of technology firms: The role of performance feedback in the video game industry," Technovation, Elsevier, vol. 54(C), pages 22-34.
  33. 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.
  34. Czerny Małgorzata & Firkowska-Jakobsze Zuzanna & Hońko Stanisław, 2019. "A Comparability of Information in the Financial Statements of Gaming Companies," Financial Sciences. Nauki o Finansach, Sciendo, vol. 24(4), pages 27-44, December.
  35. Qiang Li & Qing Liu & Xiaona Guo & Shuo Xu & Jingyu Liu & Heli Lu, 2019. "Evolution and Transformation of the Central Place Theory in E-Business: China’s C2C Online Game Marketing," Sustainability, MDPI, vol. 11(8), pages 1-19, April.
  36. Pera, Rebecca & Menozzi, Anna & Abrate, Graziano & Baima, Gabriele, 2021. "When cocreation turns into codestruction," Journal of Business Research, Elsevier, vol. 128(C), pages 222-232.
  37. Annette Popp Tower & Charles H. Noble, 2017. "Exploring and extending a collective open business model," AMS Review, Springer;Academy of Marketing Science, vol. 7(3), pages 170-182, December.
  38. Plangger, Kirk & Montecchi, Matteo, 2020. "Thinking Beyond Privacy Calculus: Investigating Reactions to Customer Surveillance," Journal of Interactive Marketing, Elsevier, vol. 50(C), pages 32-44.
  39. Xi, Xun & Xi, Baoxing & Miao, Chenglin & Yu, Rongjian & Xie, Jie & Xiang, Rong & Hu, Feng, 2022. "Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
  40. Diana R. Sanchez & Markus Langer, 2020. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment," Simulation & Gaming, , vol. 51(1), pages 55-86, February.
  41. Steiner, Michael & Wiegand, Nico & Eggert, Andreas & Backhaus, Klaus, 2016. "Platform adoption in system markets: The roles of preference heterogeneity and consumer expectations," International Journal of Research in Marketing, Elsevier, vol. 33(2), pages 276-296.
  42. Oguzhan Aygoren & Stefan Koch, 2021. "Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter," Sustainability, MDPI, vol. 13(16), pages 1-18, August.
  43. 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.
  44. Richard T. Gretz & Ashwin Malshe & Carlos Bauer & Suman Basuroy, 2019. "The impact of superstar and non-superstar software on hardware sales: the moderating role of hardware lifecycle," Journal of the Academy of Marketing Science, Springer, vol. 47(3), pages 394-416, May.
  45. 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.
  46. Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
  47. Inoue, Yuki, 2021. "Indirect innovation management by platform ecosystem governance and positioning: Toward collective ambidexterity in the ecosystems," Technological Forecasting and Social Change, Elsevier, vol. 166(C).
  48. Oliveira, Luis & Fleury, Afonso & Fleury, Maria Tereza, 2021. "Digital power: Value chain upgrading in an age of digitization," International Business Review, Elsevier, vol. 30(6).
  49. Lantano, Francesco & Petruzzelli, Antonio Messeni & Panniello, Umberto, 2022. "Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation," Technological Forecasting and Social Change, Elsevier, vol. 174(C).
  50. Hofacker, Charles F. & de Ruyter, Ko & Lurie, Nicholas H. & Manchanda, Puneet & Donaldson, Jeff, 2016. "Gamification and Mobile Marketing Effectiveness," Journal of Interactive Marketing, Elsevier, vol. 34(C), pages 25-36.
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