IDEAS home Printed from https://ideas.repec.org/a/idt/journl/cs9404.html
   My bibliography  Save this article

Paid and Free Digital Business Models Innovations in the Video Game Industry

Author

Listed:
  • Myriam DAVIDOVICI-NORA

    (Institut Mines-Telecom/Telecom-ParisTech, Paris)

Abstract

Digitalization of distribution has led to the creation of a broad range of digital business models in the video game industry among them freemium, subscription, advertisement, free-to-play. What are the borders of each model and on what economic grounds can we compare them? This paper proposes an interdisciplinary approach based on microeconomics and on business models literature to provide insights into the components and the economic architecture in paid and free business models. This framework enables also to understand recent hybrid paid and free business models in the video game industry.

Suggested Citation

  • Myriam DAVIDOVICI-NORA, 2014. "Paid and Free Digital Business Models Innovations in the Video Game Industry," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 83-102, 2nd quart.
  • Handle: RePEc:idt:journl:cs9404
    as

    Download full text from publisher

    File URL: http://repec.idate.org/RePEc/idt/journl/CS94_DAVIDOVICI-NORA.pdf
    Download Restriction: no
    ---><---

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Matti Mäntymäki & Sami Hyrynsalmi & Antti Koskenvoima, 0. "How Do Small and Medium-Sized Game Companies Use Analytics? An Attention-Based View of Game Analytics," Information Systems Frontiers, Springer, vol. 0, pages 1-16.
    2. Nam, Kyungjin & Kim, Hye-jin, 2020. "The determinants of mobile game success in South Korea," Telecommunications Policy, Elsevier, vol. 44(2).
    3. Giuditta DE PRATO & Claudio FEIJÓO & Jean-Paul SIMON, 2014. "Innovations in the Video Game Industry: Changing Global Markets," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 17-38, 2nd quart.
    4. Chandna, Vallari & Salimath, Manjula S., 2018. "Peer-to-peer selling in online platforms: A salient business model for virtual entrepreneurship," Journal of Business Research, Elsevier, vol. 84(C), pages 162-174.
    5. Matti Mäntymäki & Sami Hyrynsalmi & Antti Koskenvoima, 2020. "How Do Small and Medium-Sized Game Companies Use Analytics? An Attention-Based View of Game Analytics," Information Systems Frontiers, Springer, vol. 22(5), pages 1163-1178, October.
    6. Lehtonen, Miikka J. & Vesa, Mikko & Harviainen, J. Tuomas, 2022. "Games-as-a-Disservice: Emergent value co-destruction in platform business models," Journal of Business Research, Elsevier, vol. 141(C), pages 564-574.
    7. Shinichi Yamaguchi & Kotaro Iyanaga & Hirohide Sakaguchi & Tatsuo Tanaka, 2017. "The Substitution Effect of Mobile Games on Console Games: An Empirical Analysis of the Japanese Video Game Industry," The Review of Socionetwork Strategies, Springer, vol. 11(2), pages 95-110, December.
    8. J. Tuomas Harviainen & Janne Paavilainen & Elina Koskinen, 2020. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business," Journal of Business Ethics, Springer, vol. 167(4), pages 761-774, December.
    9. Lassila, Erkki M., 2022. "“Free”-to-play game: Governing the everyday life of digital popular culture," CRITICAL PERSPECTIVES ON ACCOUNTING, Elsevier, vol. 87(C).
    10. Sánchez-Cartas, J. Manuel, 2022. "Welfare and fairness in free-to-play video games," Technological Forecasting and Social Change, Elsevier, vol. 180(C).

    More about this item

    Keywords

    free-to-play; pay-to-play; video games; business model; innovation.;
    All these keywords.

    JEL classification:

    • L21 - Industrial Organization - - Firm Objectives, Organization, and Behavior - - - Business Objectives of the Firm
    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • M21 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - Business Economics
    • Z1 - Other Special Topics - - Cultural Economics

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:idt:journl:cs9404. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: BLAVIER Thomas (email available below). General contact details of provider: https://edirc.repec.org/data/idatefr.html .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.