Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/52209 
Year of Publication: 
2011
Series/Report no.: 
22nd European Regional Conference of the International Telecommunications Society (ITS): "Innovative ICT Applications - Emerging Regulatory, Economic and Policy Issues", Budapest, Hungary, 18th-21st September, 2011
Publisher: 
International Telecommunications Society (ITS), Calgary
Abstract: 
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment.
Subjects: 
Online value creation
virtual world
virtual good
value chain
digital content convergence
new business models
services
Document Type: 
Conference Paper

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