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Online communities as a source of innovation: A netnographic study on Crusader Kings 3
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.ORCID iD: 0000-0002-4201-932X
2022 (English)In: Proceedings of the 55th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, HICSS Conference Office , 2022, p. 3141-3150Conference paper, Published paper (Refereed)
Abstract [en]

Video Game development is driven more and more by the input from player communities – both prior to release and post-release. This study focuses on a particular game community using a netnographic approach and applies the theoretical lens of free innovation. Data stems from analyzing 1,798 forum threads based on players’ ideas and suggestions, 9 interviews with active forum contributors and 2 community managers. NVivo software was used to code the suggestion threads into themes. Subsequently, the themes were analyzed based on the extent to which they were implemented into the game within the timeframe of the first four months post-release. This study thus sheds light on community management in the video games industry and players spending their free time on idea generation. Moreover, through thematic coding, the article offers a potential method on how to converge the vast amount of qualitative data stemming from player communities’ suggestions.

Place, publisher, year, edition, pages
HICSS Conference Office , 2022. p. 3141-3150
Series
Proceedings of the Annual Hawaii International Conference on System Sciences (HICSS), ISSN 1530-1605, E-ISSN 2572-6862 ; 55
National Category
Business Administration
Identifiers
URN: urn:nbn:se:uu:diva-463384DOI: 10.24251/HICSS.2022.386ISI: 001300418103052Scopus ID: 2-s2.0-85152227260ISBN: 978-0-9981331-5-7 (electronic)OAI: oai:DiVA.org:uu-463384DiVA, id: diva2:1625733
Conference
Hawaii International Conference on System Sciences 2022, online
Available from: 2022-01-09 Created: 2022-01-09 Last updated: 2025-06-02Bibliographically 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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