'Few to Many': Change of Business Model Paradigm in the Video Game Industry

Digiworld Economic Journal, No. 94, 2nd Q. 2014, p. 61

21 Pages Posted: 6 Dec 2014 Last revised: 14 May 2015

See all articles by Thierry Rayna

Thierry Rayna

École Polytechnique, i3-CRG, UMR CNRS 9217

Ludmila Striukova

SKEMA Business School - Paris la Défense Campus

Date Written: June 30, 2014

Abstract

Based on an exhaustive and integrated business model framework, this article examines the critical differences between the two main business model paradigms – the one inherited from PC/console games and the one promoted by mobile and online games – in regard to the five main business model components: value proposition, value creation, value delivery, value capture and value communication. It is found that, despite an increasingly tighter integration of the market, significant differences remain between the two paradigms in most components.

Keywords: video games, business models, paradigm, value creation, value proposition, value capture, value delivery, game consoles, online games, mobile games

JEL Classification: D21, D23, D40, L21, L22, L23, L82, O33

Suggested Citation

Rayna, Thierry and Striukova, Ludmila, 'Few to Many': Change of Business Model Paradigm in the Video Game Industry (June 30, 2014). Digiworld Economic Journal, No. 94, 2nd Q. 2014, p. 61, Available at SSRN: https://ssrn.com/abstract=2534019

Thierry Rayna (Contact Author)

École Polytechnique, i3-CRG, UMR CNRS 9217 ( email )

828 boulevard Marshals
Paris, 91762
France

Ludmila Striukova

SKEMA Business School - Paris la Défense Campus ( email )

Paris la Défense, 92916
France

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