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character of gameplay allows for online games to provide new ways of
interacting, for creation of virtual worlds, with multiple entry points, and
updated plots enriched by evolving contents. Today's online games range
from advanced massively multiplayer online games (MMOGs) to simpler
browser-based games. Recently, social networking games (e.g. FarmVille )
have gained enormously in popularity, combining the features of being
simple and browser-based with the multiplayer interaction of MMOGs (De
Prato et al. 2010; De Prato 2012b).
The trend towards online is disruptive in many ways. First, it may lead
to disintermediation of value chain. Most directly this af ects the distribu-
tor, who becomes increasingly cut out, when publishers and developers
can go directly to (online) retail (this is already happening to some extent
ol ine). This means that developers and publishers are more favourably
placed in the value network (OECD 2005). As compared with “traditional”
video games, not only are the interactions between the actors af ected, but
also the type and number of actors involved. Dif erent types of games are
af ected to dif erent extents. Notably, the switch to online distribution has
drastically cut the need for physical logistics. As a result, a range of activi-
ties in the legacy value network are rendered obsolete—manufacturing
boxes and disks, organization and the infrastructure of distribution, retail
sales, inventory and returns.
E
If
a o
other media/content
industry
development studios
games publishers
new studios: online,
mobile
marketing
advertising / other business models
new publishers:online, mobile
engine /middleware
software developers
CD
enabling platforms/ application server
j contents rights/ IPR management
offline distribution, online, mobile communication,
broadcasting networks (UMTS, HSPA, LTE, WiMax,
DVB-H)
O
internet access
payment/billing
retail stores/ portals/ aggregation
platforms/ application stores
O
client software games
batteries,
memories,
displays,
interfaces,
cameras
suppliers
other applications
5 =
software platforms
= S
SI
operating systems suppliers
3
devices suppliers: consoles,
PCs, handheld, mobile
Figure 11.1 Building blocks of the emerging video game software industry ecosys-
tem. Source: Inspired by and adapted from C. Feijoó (as presented in De Prato et al
2010, and Feijoó, this volume).
 
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