publication . Article . 2016

Online media business models: Lessons from the video game sector

Marlen Komorowski; Simon Delaere;
Open Access
  • Published: 19 Dec 2016 Journal: Westminster Papers in Communication and Culture, volume 11, pages 103-123 (eissn: 1744-6716, Copyright policy)
  • Publisher: University of Westminster Press
  • Country: United Kingdom
Abstract
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 w...
Subjects
free text keywords: Media Management, Business Modelling Research, Media industry; business model; process; disruption; video game sector, Media industry, business model, process, disruption, video game sector, Communication. Mass media, P87-96
Related Organizations
69 references, page 1 of 5

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: http://dx.doi.org/10.1016/j.lrp.2013.04.002 [OpenAIRE]

Activision Blizzard Annual Report. (2011). Innovation Drives Growth - 2011 Annual Report. Santa Monica: Activision Blizzard. Retrieved from http://files.shareholder.com/ 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 http://trulyfree.aiononline.com/truly-free.

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

Battle.net. (2014). Battle.net. Retrieved from http://eu.battle.net.

Blizzard Entertainment. (2016). The Warcraft movie arrives in theaters soon! Retrieved from https://worldofwarcraft.com/en-us/news/20120033.

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:// dx.doi.org/10.1108/00251741111163142 [OpenAIRE]

Chan, D. (2008). Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing 'Asianness'. In: Jahn-Sudmann, A., & Stockmann, R. (Eds.), Computer Games as a Sociocultural Phenomenon: Games Without Frontiers War Without Tears. London: Palgrave Macmillan UK, pp. 186-196. DOI: http://dx.doi. org/10.1057/9780230583306_18

Christensen, C. M. (2001). The past and future of competitive advantage. MIT Sloan Management Review, 42(2): 105.

Cox, K. (2014). It's time to start treating video game industry like the $21 billion business it is [News and Information, 9 June]. Retrieved from https://consumerist.com/2014/06/09/ its-time-to-start-treating-video-game-industry-like-the-21-billion-business-it-is.

Curtis, T. (2011). Seven years of World Of Warcraft [Blog]. Retrieved from http://www. gamasutra.com/view/news/128323/Seven_Years_Of_World_Of_Warcraft.php.

De Prato, G., Feijóo, C., Nepelski, D., Bogdanowicz, M., & Simon, J.-P. (2010). Born digital/ grown digital: Assessing the future competitiveness of the EU video games software industry. JRC Scientific and Technical Report , 24555.

69 references, page 1 of 5
Abstract
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 w...
Subjects
free text keywords: Media Management, Business Modelling Research, Media industry; business model; process; disruption; video game sector, Media industry, business model, process, disruption, video game sector, Communication. Mass media, P87-96
Related Organizations
69 references, page 1 of 5

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: http://dx.doi.org/10.1016/j.lrp.2013.04.002 [OpenAIRE]

Activision Blizzard Annual Report. (2011). Innovation Drives Growth - 2011 Annual Report. Santa Monica: Activision Blizzard. Retrieved from http://files.shareholder.com/ 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 http://trulyfree.aiononline.com/truly-free.

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

Battle.net. (2014). Battle.net. Retrieved from http://eu.battle.net.

Blizzard Entertainment. (2016). The Warcraft movie arrives in theaters soon! Retrieved from https://worldofwarcraft.com/en-us/news/20120033.

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:// dx.doi.org/10.1108/00251741111163142 [OpenAIRE]

Chan, D. (2008). Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing 'Asianness'. In: Jahn-Sudmann, A., & Stockmann, R. (Eds.), Computer Games as a Sociocultural Phenomenon: Games Without Frontiers War Without Tears. London: Palgrave Macmillan UK, pp. 186-196. DOI: http://dx.doi. org/10.1057/9780230583306_18

Christensen, C. M. (2001). The past and future of competitive advantage. MIT Sloan Management Review, 42(2): 105.

Cox, K. (2014). It's time to start treating video game industry like the $21 billion business it is [News and Information, 9 June]. Retrieved from https://consumerist.com/2014/06/09/ its-time-to-start-treating-video-game-industry-like-the-21-billion-business-it-is.

Curtis, T. (2011). Seven years of World Of Warcraft [Blog]. Retrieved from http://www. gamasutra.com/view/news/128323/Seven_Years_Of_World_Of_Warcraft.php.

De Prato, G., Feijóo, C., Nepelski, D., Bogdanowicz, M., & Simon, J.-P. (2010). Born digital/ grown digital: Assessing the future competitiveness of the EU video games software industry. JRC Scientific and Technical Report , 24555.

69 references, page 1 of 5
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