2015
DOI: 10.2139/ssrn.2587507
|View full text |Cite
|
Sign up to set email alerts
|

Changing the (Video) Game: Innovation, User Satisfaction and Copyrights in Network Market Competition

Abstract: This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Year Published

2018
2018
2018
2018

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(2 citation statements)
references
References 6 publications
(4 reference statements)
0
2
0
Order By: Relevance
“…Our decision to focus this study solely on the music industry, which we acknowledge as a limitation, nevertheless creates the opportunity for future studies to compare the results with other relatable entertainment industry sectors that have been affected by UCI, such as the video games industry (Goltz et al, 2015). In particular, future UCI researchers could explore and/or compare, through either qualitative or quantitative means, how UCI marketing is affecting other industries, sectors and/or stakeholder groups.…”
Section: Directions For Future Researchmentioning
confidence: 99%
See 1 more Smart Citation
“…Our decision to focus this study solely on the music industry, which we acknowledge as a limitation, nevertheless creates the opportunity for future studies to compare the results with other relatable entertainment industry sectors that have been affected by UCI, such as the video games industry (Goltz et al, 2015). In particular, future UCI researchers could explore and/or compare, through either qualitative or quantitative means, how UCI marketing is affecting other industries, sectors and/or stakeholder groups.…”
Section: Directions For Future Researchmentioning
confidence: 99%
“…In particular, future UCI researchers could explore and/or compare, through either qualitative or quantitative means, how UCI marketing is affecting other industries, sectors and/or stakeholder groups. Our decision to focus this study solely on the music industry, which we acknowledge as a limitation, nevertheless creates the opportunity for future studies to compare the results with other relatable entertainment industry sectors that have been affected by UCI, such as the video games industry (Goltz et al, 2015). Future research could also take each of our theoretical models and conduct an in-depth investigation of that type of UCI driver.…”
Section: Directions For Future Researchmentioning
confidence: 99%