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Business Models for Video Games

Olsson, Björn LU and Sidenblom, Louise LU (2010) INFM02 20101
Department 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:
author
Olsson, Björn LU and Sidenblom, Louise LU
supervisor
organization
course
INFM02 20101
year
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}},
}