Business Models for Video Games
(2010) INFM02 20101Department of Informatics
- Abstract
- The game industry’s size and growth over the last 25 years has evolved from an almost nonexistent market to a huge industry. Another phenomenon which has also had a huge growth during the last decade is e-commerce, the buying and selling of products and services over the Internet. Video games are naturally connected to computers and the Internet. This together with the fact that they are digital products makes them ideal for e-commerce and opens up for some interesting possibilities for new business models. In the study the most popular business models in the video game industry are introduced and classified through a research model built upon e-commerce literature. A survey has then been carried out aimed at capturing consumer’s... (More)
- The game industry’s size and growth over the last 25 years has evolved from an almost nonexistent market to a huge industry. Another phenomenon which has also had a huge growth during the last decade is e-commerce, the buying and selling of products and services over the Internet. Video games are naturally connected to computers and the Internet. This together with the fact that they are digital products makes them ideal for e-commerce and opens up for some interesting possibilities for new business models. In the study the most popular business models in the video game industry are introduced and classified through a research model built upon e-commerce literature. A survey has then been carried out aimed at capturing consumer’s awareness, experience and attitude towards these models. Six core business models for video games are presented. These are: Retail, Digital distribution, Subscription, Player to player trading, Micro-transaction and Advertising. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/1672034
- author
- Olsson, Björn LU and Sidenblom, Louise LU
- supervisor
- organization
- course
- INFM02 20101
- year
- 2010
- type
- H1 - Master's Degree (One Year)
- subject
- keywords
- Video games, Digital products, E-business, Business models, Electronic commerce
- report number
- INF10-055
- language
- English
- id
- 1672034
- date added to LUP
- 2010-09-28 09:51:28
- date last changed
- 2010-09-28 09:51:28
@misc{1672034, abstract = {{The game industry’s size and growth over the last 25 years has evolved from an almost nonexistent market to a huge industry. Another phenomenon which has also had a huge growth during the last decade is e-commerce, the buying and selling of products and services over the Internet. Video games are naturally connected to computers and the Internet. This together with the fact that they are digital products makes them ideal for e-commerce and opens up for some interesting possibilities for new business models. In the study the most popular business models in the video game industry are introduced and classified through a research model built upon e-commerce literature. A survey has then been carried out aimed at capturing consumer’s awareness, experience and attitude towards these models. Six core business models for video games are presented. These are: Retail, Digital distribution, Subscription, Player to player trading, Micro-transaction and Advertising.}}, author = {{Olsson, Björn and Sidenblom, Louise}}, language = {{eng}}, note = {{Student Paper}}, title = {{Business Models for Video Games}}, year = {{2010}}, }