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One Up: Creativity, Competition, and the Global Business of Video Games
games are highly accessible experiences that gradually monetize over time.
Joost van Dreunen • One Up: Creativity, Competition, and the Global Business of Video Games
Moreover, because Pokémon GO encouraged people to roam their physical environment to look for Pokémon, it made sense to time the release during the summer because of better weather conditions. Consequently, crowds would gather around key locations in the game represented by real-world locations where rare Pokémon could be found, allowing others to
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Perhaps the most important difference resulting from the digitalization of interactive entertainment is the shift away from having to create all of the value for consumers to network effects. Simply stated, in a product-based model, companies compete over production values and the ability to offer a unique experience that stands apart from other
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On the basis of an extensive data set combined with detailed case studies, I show that rather than relying solely on creative merit, critical and commercial success in video games is more often than not the result of formulating an innovative business strategy. Set against a background of the broader structural shift from a product-based business
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For creative firms, success in the digital era depends on the ability to develop innovative business models. Brilliant content alone is not enough to accomplish critical or commercial success: it also requires identifying and tapping into a talent pool, marketing effectively, securing appropriate funding, partnering with other value chain
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According to an analysis of the revenue distribution for several of the classic genres on consoles, the top-ten titles account for more than 90 percent of consumer spending.
Joost van Dreunen • One Up: Creativity, Competition, and the Global Business of Video Games
Live-streamers bypass this pressure of large corporations trying to influence an individual reviewer to a degree and, more important, allow consumers to see a game in detail before committing to it. This neutrality has resulted in viewers growing loyal to a particular personality or player and wanting to watch them play online. It is not unlike
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Succinctly put, for every blowout success, dozens of titles fail to deliver on expectations. The winner-takes-most aspect of game publishing means that an organization is either doing really well or dying.
Joost van Dreunen • One Up: Creativity, Competition, and the Global Business of Video Games
Monitoring video content and live-streaming, in contrast, enables creative firms to gather consumer feedback and add or remove aspects of a game to maximize its chances of success at launch. Unlike magazines, gaming video content presents a real-time feed of what audiences are playing and watching.