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dc.contributor.authorDe Prato, Giudittaen
dc.contributor.authorSimon, Jean Paulen
dc.date.accessioned2011-11-24T11:14:16Z-
dc.date.available2011-11-24T11:14:16Z-
dc.date.issued2011-
dc.identifier.urihttp://hdl.handle.net/10419/52209-
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
dc.language.isoengen
dc.publisher|aInternational Telecommunications Society (ITS) |cCalgaryen
dc.relation.ispartofseries|a22nd European Regional Conference of the International Telecommunications Society (ITS): "Innovative ICT Applications - Emerging Regulatory, Economic and Policy Issues", Budapest, Hungary, 18th-21st September, 2011en
dc.subject.ddc330en
dc.subject.keywordOnline value creationen
dc.subject.keywordvirtual worlden
dc.subject.keywordvirtual gooden
dc.subject.keywordvalue chainen
dc.subject.keyworddigital content convergenceen
dc.subject.keywordnew business modelsen
dc.subject.keywordservicesen
dc.titlePaving the way to e-services: Innovation through online games-
dc.typeConference Paperen
dc.identifier.ppn672464470en
dc.rightshttp://www.econstor.eu/dspace/Nutzungsbedingungenen
dc.identifier.repecRePEc:zbw:itse11:52209en

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