2014
DOI: 10.22215/timreview789
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Product and Service Interaction in the Chinese Online Game Industry

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Cited by 2 publications
(15 citation statements)
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“…The online game industry is characterised by only a few games accounting for most of the market share, an agglomeration that coincides with ongoing technical and organisational change (Ernkvist & Ström, 2008). The NPD process for online games is relatively complex and time-consuming, and the operational service usually spans many years after the initial release (Ström & Ernkvist, 2014). Compared with technology ventures and high-technology or large-scale firms, most online game firms directly service their customers.…”
Section: Introductionmentioning
confidence: 99%
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“…The online game industry is characterised by only a few games accounting for most of the market share, an agglomeration that coincides with ongoing technical and organisational change (Ernkvist & Ström, 2008). The NPD process for online games is relatively complex and time-consuming, and the operational service usually spans many years after the initial release (Ström & Ernkvist, 2014). Compared with technology ventures and high-technology or large-scale firms, most online game firms directly service their customers.…”
Section: Introductionmentioning
confidence: 99%
“…In particular, many online game firms adopt a type of producer-driven coproduction process to ensure that the service quality meets consumer expectations. However, the heterogeneous consumer demand and dynamic technology environment of the online game industry continuously create challenges for online game firms (Ström & Ernkvist, 2014). Specifically, employees at online game firms require confidence in their ability to adjust game design and features on the basis of consumer feedback, and they must launch new games that support new technologies (e.g., augmented and virtual reality).…”
Section: Introductionmentioning
confidence: 99%
“…It is estimated that within 2015-2025, the revenue of the global MMOG market will grow at a compound annual growth rate of 10.2% (Joshi, 2019). MMOG hosts should consider different critical success factors (CSFs) and challenges for achieving commercial success (see Table 1) because of the rapidly changing environment (Ström and Ernkvist, 2014).…”
Section: Mmogmentioning
confidence: 99%
“…Its realization requires a large number of players to support (Cole and Griffiths, 2007) and may be in forms of friendship groups, support between players, in-game guilds, or larger online gamers' communities (Ducheneaut et al, 2006;Setterstrom and Pearson, 2019). These measures may help attract or retain players (Gong et al, 2019;Ström and Ernkvist, 2014) and foster players' willingness-to-pay (Constantiou et al, 2012;Setterstrom and Pearson, 2019).…”
Section: Social Interactionsmentioning
confidence: 99%
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