2013
DOI: 10.1504/ijsem.2013.051862
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Are service-based business models of the video game industry blueprints for the music industry?

Abstract: The internet, peer-to-peer technology and mobile devices are radically changing markets for digital media such as recorded music. Incumbent companies in these industries have severe difficulties in reacting to these changes and finding effective business models. The fundamental challenge is how to capture value from delivering digital music files which users expect to download for free. It is the consumer's capability to handle digital content that opens up possibilities for new business models where consumers… Show more

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Cited by 11 publications
(8 citation statements)
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“…The digitalisation of goods and services, together with the increase in the calculating power of information technology, has lowered the costs and increased the speed of the information accumulation cycle (Bhimani and Willcocks, 2014;Latour, 1987, p. 219-223). And it is not only numbers, images and texts, but also previously physically distributed goods and services that are contemporarily transformed into binary code, such as music and games (Waldner et al, 2013), providing the possibility for these goods and services to become systems that can be used to generate accumulative and combinable traces when they are being used (Revellino and Mouritsen, 2015).…”
Section: Visualisation Through Calculative Enginementioning
confidence: 99%
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“…The digitalisation of goods and services, together with the increase in the calculating power of information technology, has lowered the costs and increased the speed of the information accumulation cycle (Bhimani and Willcocks, 2014;Latour, 1987, p. 219-223). And it is not only numbers, images and texts, but also previously physically distributed goods and services that are contemporarily transformed into binary code, such as music and games (Waldner et al, 2013), providing the possibility for these goods and services to become systems that can be used to generate accumulative and combinable traces when they are being used (Revellino and Mouritsen, 2015).…”
Section: Visualisation Through Calculative Enginementioning
confidence: 99%
“…219-223). And it is not only numbers, images and texts, but also previously physically distributed goods and services that are contemporarily transformed into binary code, such as music and games (Waldner et al , 2013), providing the possibility for these goods and services to become systems that can be used to generate accumulative and combinable traces when they are being used (Revellino and Mouritsen, 2015).…”
Section: Conceptual Frameworkmentioning
confidence: 99%
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“…This finding demonstrates that the co-creation concept has been used in every phase of the value chain in the music business. Several actors are seen as co-creative efforts (Banks and Deuze, 2009) in the music business value chain (Gamble and Gilmore, 2013), e.g., festival and tourism organisers (Garay and Morales Pérez, 2017), religious bodies (Almond and DeJordy, 2012), independent musicians (Burnes and Choi, 2015), music communities (Bajde et al, 2015), talent agencies (Chen et al, 2017), DJ ( Jarvenpaa and Lang, 2011) and online music software developers (Waldner et al, 2013). Based on the findings, it is fair to assert that music consumers can also be seen partners, as they also contribute to the creation of value throughout the on-going development and commercialisation phases (Gamble and Gilmore, 2013).…”
Section: Stagementioning
confidence: 99%
“…Mobile games are one of the largest paid mobile application areas and one where users are often willing to pay for services (Penttinen, Rossi, and Tuunainen, 2010). A very successful example of promoting a paid mobile application with a free basic version is "Angry Birds" (Waldner, Zsifkovits, and Heidenberger, 2013). Based on such studies, this study looks into loyalty when paying for mobile games.…”
Section: Introductionmentioning
confidence: 99%