2014
DOI: 10.17083/ijsg.v1i1.10
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Business models for Serious Games developers - transition from a product centric to a service centric approach.

Abstract: In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games … Show more

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Cited by 6 publications
(6 citation statements)
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“…The serious game industry faces similar challenges, according to a report by the Game and Learning Alliance (GALA) which we saw at labs for education [72]. Serious game business models and strategies are often characterized by a niche strategy, are highly individualized, are cost-intensive, are subject to low reusability, and the funding scheme shows a high level of involvement from government or non-profit organizations [72]. Similar to digital labs, market expansion can be achieved either by increasing the number of potential customers or by finding radical approaches to reduce costs and generate new revenues, otherwise they will remain in quality niche markets.…”
Section: Discussionmentioning
confidence: 99%
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“…The serious game industry faces similar challenges, according to a report by the Game and Learning Alliance (GALA) which we saw at labs for education [72]. Serious game business models and strategies are often characterized by a niche strategy, are highly individualized, are cost-intensive, are subject to low reusability, and the funding scheme shows a high level of involvement from government or non-profit organizations [72]. Similar to digital labs, market expansion can be achieved either by increasing the number of potential customers or by finding radical approaches to reduce costs and generate new revenues, otherwise they will remain in quality niche markets.…”
Section: Discussionmentioning
confidence: 99%
“…Experiences from the serious game industry should help to better understand the challenges of the supplier side. The serious game industry faces similar challenges, according to a report by the Game and Learning Alliance (GALA) which we saw at labs for education [72]. Serious game business models and strategies are often characterized by a niche strategy, are highly individualized, are cost-intensive, are subject to low reusability, and the funding scheme shows a high level of involvement from government or non-profit organizations [72].…”
Section: Discussionmentioning
confidence: 99%
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“…Serious games bedrijven zouden kunnen profiteren van herbruikbare en interoperabele componenten op generieke devices om een serious game te ontwikkelen met een snellere time-to-market [100]. Serious games bedrijven volgen echter vaak een nichestrategie en maken serious games met een lage mate van herbruikbaarheid en interoperabiliteit [37]. Dat zou kunnen verklaren waarom er niet veel generieke componenten algemeen verkrijgbaar zijn in de serious games industrie.…”
Section: Samenvattingunclassified
“…Serious games companies could benefit from reusable and interoperable components on generic platforms to develop a quality serious game with a faster time to market [100]. However, serious games companies often follow a niche strategy and produce customised products, with a low degree of reusability and interoperability [37]. These factors coupled with operating in a niche market, could perhaps be a reason that generic components are not widely available in the serious games industry.…”
Section: Chapter 1 Introductionmentioning
confidence: 99%