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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Bibliographic Details
Main Authors: Jannicke Baalsrud Hauge (Author), Stefan Wiesner (Author), Rosa Garcia Sanchez (Author), Poul Kyvsgaard Hansen (Author), Giusy Fiucci (Author), Michel Rudnianski (Author), Jon Arambarri Basanez (Author)
Format: Book
Published: Serious Games Society, 2014-02-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Jannicke Baalsrud Hauge  |e author 
700 1 0 |a Stefan Wiesner  |e author 
700 1 0 |a Rosa Garcia Sanchez  |e author 
700 1 0 |a Poul Kyvsgaard Hansen  |e author 
700 1 0 |a Giusy Fiucci  |e author 
700 1 0 |a Michel Rudnianski  |e author 
700 1 0 |a Jon Arambarri Basanez  |e author 
245 0 0 |a Business models for Serious Games developers - transition from a product centric to a service centric approach. 
260 |b Serious Games Society,   |c 2014-02-01T00:00:00Z. 
500 |a 10.17083/ijsg.v1i1.10 
500 |a 2384-8766 
520 |a 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 
546 |a EN 
690 |a Business models 
690 |a servitization 
690 |a Extended Products 
690 |a Education 
690 |a L 
690 |a Electronic computers. Computer science 
690 |a QA75.5-76.95 
690 |a Computer software 
690 |a QA76.75-76.765 
655 7 |a article  |2 local 
786 0 |n International Journal of Serious Games, Vol 1, Iss 1 (2014) 
787 0 |n http://journal.seriousgamessociety.org/index.php/IJSG/article/view/10 
787 0 |n https://doaj.org/toc/2384-8766 
856 4 1 |u https://doaj.org/article/37b8b9898a8b4e49806ba083b523d12d  |z Connect to this object online.