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.
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