Online Media Business Models: Lessons from the Video Game Sector

Article English OPEN
Komorowski, Marlen ; Delaere, Simon (2016)
  • Publisher: University of Westminster Press
  • Journal: Westminster Papers in Communication and Culture (WPCC) (issn: 1744-6708, eissn: 1744-6716)
  • Related identifiers: doi: 10.16997/wpcc.220
  • Subject: video game sector | Media industry | process | disruption | P87-96 | Communication. Mass media | Media industry; business model; process; disruption; video game sector | business model | Media Management, Business Modelling Research

Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base.
  • References (69)
    69 references, page 1 of 7

    Achtenhagen, L., Melin, L., & Naldi, L. (2013). Dynamics of business models-strategizing, critical capabilities and activities for sustained value creation. Long Range Planning, 46(6): 427-42. DOI:

    Activision Blizzard Annual Report. (2011). Innovation Drives Growth - 2011 Annual Report. Santa Monica: Activision Blizzard. Retrieved from downloads/A C T I / 2 5 6 4 4 3 5 2 5 9 x 0 x 5 6 419 6 / D A D 3 C B E 4 - 2 B 7 B - 4 D B F - B 5 F F - 328F598E2E63/Activision_Blizzard_2011AR_FINAL.pdf.

    Aion Truly-free Online. (2009). Aion Ascension now truly-free. Retrieved from

    Ballon, P. (2009). Control and Value in Mobile Communications: A political economy of the reconfiguration of business models in the European mobile industry. DOI: https://doi. org/10.2139/ssrn.1331439 (2014). Retrieved from

    Blizzard Entertainment. (2016). The Warcraft movie arrives in theaters soon! Retrieved from

    Braet, O., & Ballon, P. (2006). Business model scenarios for remote management. In: Project E-Society: Building Bricks. Boston, MA: Springer. pp. 252-65. DOI: http://dx.doi. org/10.1007/978-0-387-39229-5_21

    Castronova, E. (2006). On the research value of large games natural experiments in Norrath and Camelot. Games and Culture, 1(2): 163-86. DOI: http://dx.doi. org/10.1177/1555412006286686

    Castronova, E., & Michaud, L. (2009). Dossier-new challenges for the video game industrygeneral overview. Communications and Strategies, 73: 9.

    Cavalcante, S., Kesting, P., & Ulhøi, J. (2011). Business model dynamics and innovation: (re) establishing the missing linkages. Management Decision, 49(8): 1327-42. DOI: http://

  • Metrics
    No metrics available
Share - Bookmark