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dc.contributor.authorDe Prato, Giudittaen_US
dc.contributor.authorSimon, Jean Paulen_US
dc.description.abstractThe 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.en_US
dc.publisher|aITS |cBudapesten_US
dc.relation.ispartofseries22nd European Regional Conference of the International Telecommunications Society (ITS2011), Budapest, 18 - 21 September, 2011: Innovative ICT Applications - Emerging Regulatory, Economic and Policy Issuesen_US
dc.subject.keywordOnline value creationen_US
dc.subject.keywordvirtual worlden_US
dc.subject.keywordvirtual gooden_US
dc.subject.keywordvalue chainen_US
dc.subject.keyworddigital content convergenceen_US
dc.subject.keywordnew business modelsen_US
dc.titlePaving the way to e-services: Innovation through online gamesen_US
dc.typeConference Paperen_US

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