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Reaching New Heights in the Cloud: The Digital Transformation of the Video Games Industry
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.ORCID iD: 0000-0002-4201-932X
Stockholm Business School.
2022 (English)In: Management and Information Technology after Digital Transformation / [ed] Peter Ekman; Peter Dahlin; Christina Keller, Abingdon; New York: Routledge, 2022, p. 53-62Chapter in book (Refereed)
Abstract [en]

The authors argue in this chapter that business model innovations need to be linked to continuous technological innovation. The video games industry is a good example of the intertwining of these aspects over time. External technological advancements can force firms to adjust their business models, but, in some cases, the technology needs to be adapted to fit the current business model innovation. The authors show that business model innovation, related to a digitally transformed industry, mostly involves subscription-based revenue streams linked to cloud-based technologies. The insights from this chapter should help other industries undergoing digital transformation to reformulate their business model innovations in similar ways. The music (Spotify), movie (Netflix) and photography (Instagram) sectors can be considered forerunners in the context of for business model innovation in a digitally transformed era.

Place, publisher, year, edition, pages
Abingdon; New York: Routledge, 2022. p. 53-62
Series
Routledge Studies in Innovation, Organizations and Technology, E-ISSN 2155-9171
National Category
Business Administration
Identifiers
URN: urn:nbn:se:uu:diva-455534DOI: 10.4324/9781003111245-7ISI: 000877486800008Scopus ID: 2-s2.0-85118349176ISBN: 9780367612764 (print)ISBN: 9781003111245 (electronic)ISBN: 9780367628789 (print)OAI: oai:DiVA.org:uu-455534DiVA, id: diva2:1601351
Available from: 2021-10-07 Created: 2021-10-07 Last updated: 2025-05-12Bibliographically approved
In thesis
1. Digital internationalization of SMEs: A phenomenon-based study on the video game industry
Open this publication in new window or tab >>Digital internationalization of SMEs: A phenomenon-based study on the video game industry
2022 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Digital technologies, platforms, and infrastructure have changed how business is conducted in many industries. In particular, digital platforms have evolved as a facilitator of internationalization of small-and medium-sized enterprises (SMEs). This phenomenon can also be observed in the video game industry, where digital giant firms have elaborated themselves by building multi-sided platforms, where game developers and users interact with each other.

This thesis sets out to investigate three phenomena in relation to the digital internationalization of SMEs in that industry, which are distinctive to the video game industry. These phenomena are the prevalence of born global firms, online community engagement, and the digital platforms in the industry. A literature review on digital internationalization served as a theoretical starting point. Furthermore, a pragmatic research approach led to various research methods investigating the three stated phenomena. The methods applied in this thesis comprised interviewing founders of small-sized game development firms, conducting a netnography in an online community, and analyzing data from structured survey interviews from 176 Swedish video game development projects by conducting structural equation modeling (SEM).    

The overall findings of this thesis reveal a new type of digital platforms that are lifting this industry into further heights, an interesting interplay of SME game developers and digital giants owning the significant platforms in the industry. Moreover, the findings highlight an extraordinary level of interaction between game developers and their online communities.

Place, publisher, year, edition, pages
Uppsala: Department of Business Studies, 2022. p. 90
Series
Doctoral thesis / Företagsekonomiska institutionen, Uppsala universitet, ISSN 1103-8454 ; 218
Keywords
digital internationalization, digital economy, video game industry, digital platforms, online community engagement, born global firms
National Category
Business Administration
Identifiers
urn:nbn:se:uu:diva-486955 (URN)978-91-506-2976-7 (ISBN)
Public defence
2022-12-09, Hörsal 2, Ekonomikum, Kyrkogårdsgatan 10, Uppsala, 13:15 (English)
Opponent
Supervisors
Available from: 2022-11-17 Created: 2022-10-20 Last updated: 2022-11-17

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Walther, Kevin

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Citation style
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