Projects per year
The global video games industry has experienced and exponential growth in terms of socioeconomic impact during the last 50 years. Surprisingly, little academic interest is directed towards the industry, particularly in the context of BM Change. As a technologically intensive creative industry, developing studios and publishers experience substantial internal and external forces to identify, and sustain, their competitive advantage. To achieve that, managers are called to systematically explore and exploit, alternative BMs that are compatible with the company’s strategy. We build on empirical analysis of the video-games industry to construct a Toolkit that i) will help practitioners and academics to describe the industrial ecosystem of BMs more accurately, and ii) use it a strategic roadmap for managers to navigate through alternatives for entrepreneurial and growth purposes.
|Publication status||Accepted/In press - 3 May 2016|
|Event||R&D Management Conference - Cambridge, United Kingdom|
Duration: 3 Jul 2016 → 6 Jul 2016
|Conference||R&D Management Conference|
|Period||3/07/16 → 6/07/16|