Business models for Serious Games developers - transition from a product centric to a service centric approach.

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...

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Main Authors: Jannicke Baalsrud Hauge, Stefan Wiesner, Rosa Garcia Sanchez, Poul Kyvsgaard Hansen, Giusy Fiucci, Michel Rudnianski, Jon Arambarri Basanez
Format: Article
Language:English
Published: Serious Games Society 2014-02-01
Series:International Journal of Serious Games
Subjects:
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/10
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spelling doaj-37b8b9898a8b4e49806ba083b523d12d2020-11-24T21:21:43ZengSerious Games SocietyInternational Journal of Serious Games2384-87662014-02-011110.17083/ijsg.v1i1.105Business models for Serious Games developers - transition from a product centric to a service centric approach.Jannicke Baalsrud Hauge0Stefan Wiesner1Rosa Garcia Sanchez2Poul Kyvsgaard Hansen3Giusy Fiucci4Michel Rudnianski5Jon Arambarri Basanez6Bremer Institut für Produktion und Logistik and der Universität BremenBremer Institut für Produktion und logistikBremer Institut für Produktion und LogistikAalborg universityORTORTVirtualwareIn 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 developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industrieshttp://journal.seriousgamessociety.org/index.php/IJSG/article/view/10Business modelsservitizationExtended Products
collection DOAJ
language English
format Article
sources DOAJ
author Jannicke Baalsrud Hauge
Stefan Wiesner
Rosa Garcia Sanchez
Poul Kyvsgaard Hansen
Giusy Fiucci
Michel Rudnianski
Jon Arambarri Basanez
spellingShingle Jannicke Baalsrud Hauge
Stefan Wiesner
Rosa Garcia Sanchez
Poul Kyvsgaard Hansen
Giusy Fiucci
Michel Rudnianski
Jon Arambarri Basanez
Business models for Serious Games developers - transition from a product centric to a service centric approach.
International Journal of Serious Games
Business models
servitization
Extended Products
author_facet Jannicke Baalsrud Hauge
Stefan Wiesner
Rosa Garcia Sanchez
Poul Kyvsgaard Hansen
Giusy Fiucci
Michel Rudnianski
Jon Arambarri Basanez
author_sort Jannicke Baalsrud Hauge
title Business models for Serious Games developers - transition from a product centric to a service centric approach.
title_short Business models for Serious Games developers - transition from a product centric to a service centric approach.
title_full Business models for Serious Games developers - transition from a product centric to a service centric approach.
title_fullStr Business models for Serious Games developers - transition from a product centric to a service centric approach.
title_full_unstemmed Business models for Serious Games developers - transition from a product centric to a service centric approach.
title_sort business models for serious games developers - transition from a product centric to a service centric approach.
publisher Serious Games Society
series International Journal of Serious Games
issn 2384-8766
publishDate 2014-02-01
description 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 developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries
topic Business models
servitization
Extended Products
url http://journal.seriousgamessociety.org/index.php/IJSG/article/view/10
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