Vide game editors and the choice of their business model

dc.contributor.authorDelvaux, Vincent
dc.contributor.facultyfi=Kauppatieteellinen tiedekunta|en=Faculty of Business Studies|
dc.contributor.organizationVaasan yliopisto
dc.date.accessioned2018-01-17
dc.date.accessioned2018-04-30T13:46:43Z
dc.date.accessioned2025-06-25T15:49:25Z
dc.date.available2018-01-18
dc.date.available2018-04-30T13:46:43Z
dc.date.issued2017
dc.description.abstractThe purpose of this study is to present and analysis the sector of video game edition and draw an overview of its issues in terms of business model and monetization. From the conceptual analysis of what is a business model and what it implies in terms of competitive advantage, value chain optimization and innovation management, this study’s aim is to apply it on video game editors’ structure and value chain to see how they manage to create value with their products. At that point, we can show different kind of business models based on two different relevant characteristics of video game field: remuneration model and financial accessibility. Remuneration-based business models exist according to the mod of profitability of a game for the editor. It depends on which technical choice editors made to earn profit from their games. It can be by added content purchase, charged subscription, advertisement and initial new game purchase. We can identify 2 other kinds of business models according to their financial accessibility: Free-to-Play and Pay-to-Play. The first one represents games with a free version available to everybody while the second is the more traditional purchase of the game to play it. All these business models are linked and this study shows that editors can link them to create combinatorial business models. Thanks to a questionnaire proposed to 283 people, this study could analysis the reaction, key factor of success and player sociological aspects for every combinatorial business model. This data is really relevant of the very diversify market of video games.
dc.description.notificationfi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format|
dc.format.bitstreamtrue
dc.format.extent146
dc.identifier.olddbid4409
dc.identifier.oldhandle10024/4361
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/7643
dc.language.isoeng
dc.rightsCC BY-NC-ND 4.0
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/4361
dc.subjectVideo game
dc.subjectEditors
dc.subjectBusiness Model
dc.subjectFree-to-Play
dc.subjectPay-to-Play
dc.subject.degreeprogrammefi=Master's Degree Programme in International Business|
dc.subject.studyfi=Johtaminen ja organisaatiot|en=Management and Organization|
dc.titleVide game editors and the choice of their business model
dc.type.ontasotfi=Pro gradu - tutkielma |en=Master's thesis|sv=Pro gradu -avhandling|

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