'Few to Many': Change of Business Model Paradigm in the Video Game Industry
Thierry Rayna, Ludmila Striukova
Abstract
Open-access reader
Thierry Rayna, Ludmila Striukova
Abstract
Open-access reader
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.
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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.
Key concepts: Value proposition, Business model, Value (mathematics), Proposition, Value capture, Business value, Value creation, Business Model Canvas