Business models and operational issues in the Chinese online game industry

2007 ◽  
Vol 24 (2) ◽  
pp. 130-144 ◽  
Author(s):  
Ian MacInnes ◽  
Lili Hu
2020 ◽  
Vol 214 ◽  
pp. 02015
Author(s):  
Jiahao Zhang

In recent years, increasingly advanced technology infrastructure leads to an extraordinary growth of Internet users. By virtue of the explosive growth of the entire Internet industry, the online game industry has shown a rapid development trend, and the overall user scale of online games continues to expand. Meanwhile, the online game industry becomes a good investment market for investors to operate in. This article uses Blizzard as an example to analyze its investment value. Besides, the future trend of the video game industry is analyzed by using the SWOT-model and forecasting calculation data. The result shows that based on the current development of the game industry environment and the same companies in the game industry, Activision Blizzard will have a steady increase in profits in the future. Therefore, it is worth being invested.


2010 ◽  
Vol 6 (1) ◽  
pp. 85-105
Author(s):  
Hang Bae Chang ◽  
Hyuk Jun Kwon ◽  
Jong Gu Kang

The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures ('Software Tamper Resistance') for a manipulation of the game service which is the most vulnerable part. In detail, we have encrypted an execution file and decrypted it in real time process. After that we implemented antibebugging, disassemble, and antidump technology.


Author(s):  
Jannicke Baalsrud Hauge ◽  
Stefan Wiesner ◽  
Rosa Garcia Sanchez ◽  
Poul Kyvsgaard Hansen ◽  
Giusy Fiucci ◽  
...  

In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries


2021 ◽  
pp. 205943642110272
Author(s):  
Mujie Zhao ◽  
Dimple R Thadani

This article aims to present and analyse the relationship between online game companies and players under four types of deceptions in Chinese game market: mechanism imitation, direct rip off, top-up enticement and negative marketing. The main purpose of this article was to understand how deception affects players’ decision and which type of player is ‘sensitive’ when deception happened. There are 356 valid survey results about attitude to deception collected from players on social network. MGPM* model is used as the data analysis method. Analysis revealed that top-up enticement reduces players’ motivation at highest extent. Players motivated by ‘derivative motivation’ are sensitive and more tend to quit game than those motivated by ‘general motivation’. This research indicates if game company figured out player group structure, when facing survival problem, it can adjust operation strategy by adding deceptions with innocuous effect to players’ motivation to cut operational cost. Meanwhile, the research supplied supporting evidence saying leading companies in game industry should adjust its strategy, changing cognition to growth, reducing deception separation among players and operating from the industrial health perspective.


This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


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