- The document analyzes the tradeoff between exploration and exploitation in the video game publishing industry. It examines how the exploration index (ratio of new games to total games published) is affected by performance and external events like new console launches.
- Regression analysis finds a negative correlation between performance and exploration index, indicating higher-performing publishers focus more on exploitation through sequels and licensed titles. There is also a weak negative correlation with external events like new console launches.
- The results provide insights into how endogenous and exogenous factors influence publishers' strategies around balancing exploration of new ideas and exploitation of past successes.
This document summarizes a research paper about balancing exploration and exploitation in the video game industry. It provides an overview of the paper structure, definitions of exploration and exploitation, and initial thoughts on how development costs and marketing costs relate to exploration and exploitation. It then details the methodology used, including the data source and variables. The results found that high performance leads to increased exploitation, while poor performance increases exploration, supporting an existing theory. It was also found that new console launches did not significantly impact the level of exploration.
Cindies is seeking funding to launch an online house cleaning service business in Milan, Italy. Their business model involves customers booking cleaners through a user-friendly website and mobile app. The team has developed an MVP website to demonstrate the concept. Their target customers are students and young professionals in Milan who need occasional cleaning help. They estimate their total addressable market in Milan is approximately 113,000 potential customers.
This document discusses the impacts of growing energetic willow in Romania from 2014-2015. It focuses on the triple bottom line impacts, including social, environmental, and economic factors. Specifically, it notes that energetic willow cultivation provides social benefits through job creation. Environmentally, it enables carbon neutral energy production and absorption. Economically, energetic willow is profitable for farmers due to low costs, high yields, and market demand for biomass. The document also provides background on supportive EU policies and favorable preconditions for willow growth in Romania.
This document summarizes a research paper about balancing exploration and exploitation in the video game industry. It provides an overview of the paper structure, definitions of exploration and exploitation, and initial thoughts on how development costs and marketing costs relate to exploration and exploitation. It then details the methodology used, including the data source and variables. The results found that high performance leads to increased exploitation, while poor performance increases exploration, supporting an existing theory. It was also found that new console launches did not significantly impact the level of exploration.
Cindies is seeking funding to launch an online house cleaning service business in Milan, Italy. Their business model involves customers booking cleaners through a user-friendly website and mobile app. The team has developed an MVP website to demonstrate the concept. Their target customers are students and young professionals in Milan who need occasional cleaning help. They estimate their total addressable market in Milan is approximately 113,000 potential customers.
This document discusses the impacts of growing energetic willow in Romania from 2014-2015. It focuses on the triple bottom line impacts, including social, environmental, and economic factors. Specifically, it notes that energetic willow cultivation provides social benefits through job creation. Environmentally, it enables carbon neutral energy production and absorption. Economically, energetic willow is profitable for farmers due to low costs, high yields, and market demand for biomass. The document also provides background on supportive EU policies and favorable preconditions for willow growth in Romania.
Почему честным быть невыгодно/Денис Терехов 230414raso_pr
Презентация Дениса Терехова, директора агентства "Социальные сети" на конференции в МГУ "Реалистичность этических стандартов в деятельности по связям с общественностью"
Презентация Глеба Кузнецова на заседании Комитета по политтехнологиям РАСО при содействии Фонда ИСЭПИ, 26 ноября 2015 г., посвященном прошедшим выборам в Португалии и Польше.
This document provides information about a short film called "Magazine Review" including its plot, cast, director, and running time. The plot involves a 6-year-old girl named Ruby who gets lost in the woods while on a walk with her mother and dog. Ruby is then kidnapped and assaulted by an unknown character. The story is told from the perspective of Ruby's teddy bear. RollingHill Productions produced the short film, which has received nominations at several film festivals. A magazine review of the short film praises its daring storyline and camera work, as well as its darker twist on the children's tale "Teddy Bear's Picnic." The review does not reveal specifics of the disturbing scene but calls it a work
This document outlines the development of the Bocconi Alumni Association's (BAA) Vice President on Campus role from 2012-2015. It began with the idea to involve students and appointing a first Vice President in winter 2013. Over the next few years, the role grew to establish an identity, recruit ambassadors, develop a structure around 6 strategic areas, and create initiatives to engage hundreds of new members. By the end of 2015, the Vice President on Campus program had developed an established team, solid structure, replicable initiatives and a sustainable alumni network on campus.
This document provides an analysis of the Driver2Home service, which allows customers to contact a driver via a mobile app to pick them up and drive them and their car home safely after a night out. The summary discusses the context for the service, including new consumer transport needs, stricter drunk driving laws, and Milan's nightlife scene. It then overviews the service's business model, strategic alliances, competition, and financial projections. A SWOT analysis identifies strengths like the digital platform but also weaknesses around managing aggressive growth. Recommendations focus on ensuring high driver performance and strong relationships with partners.
Este documento parece ser sobre um curso de estatística e tecnologias da informação. Ele lista o nome da instrutora Sara Casadesús Serrano e o subgrupo 7.
Thriller film posters typically use dark colors and shadows to create a dark, twisted feel. The document discusses how the creator will incorporate these conventions - like using dark colors and red - into their own thriller film poster for a short film. They will use big, blocky capital letters in black or red for the film and actor names, and include a portrait of the teddy bear protagonist within the poster to tie into the film's narrative.
Cindies is a proposed cleaning service startup in Milan, Italy that will provide house cleaning services for students living outside Milan and families within Milan. The service will be available through a user-friendly website for 12 euros per hour and will employ reliable, qualified personnel. The founders are requesting 200,000 euros in funding which will be used for IT infrastructure, advertising, employee wages, founder salaries, startup costs, and staff selection. They believe there is room in the market for their proposed service as current competitors have poorly structured websites and limited organization in the house cleaning industry. Their financial projections over the first five years forecast positive cash flow and profitability after an initial period.
The document analyzes and compares the layouts and target audiences of four film magazines: Little White Lies targets a niche audience interested in film festivals through its sketchy pictures and festival advertisements. Empire aims at an older audience with ads for new technologies and concerts. Sight and Sound has a serious look with large portrait quotes and targets readers in their mid-30s to 40s. Total Film aims at a younger audience with cartoons and references to mainstream blockbusters through its colorful, graphic, and photo-based design.
The document discusses the potential impacts of planting energetic willow in Romania from a triple bottom line perspective. Socially, it could provide productive use for unused land and jobs, especially in rural areas. Environmentally, energetic willow is a green and low-carbon energy source that absorbs emissions while growing and provides an alternative to fossil fuels. Economically, it could support underdeveloped areas by providing additional income from land rental or production, diversifying farm revenues, and increasing energy independence.
The document discusses a location recce in the Seven Sisters area of The Quantocks near Taunton. It mentions the Seven Sisters, The Quantocks landscape features, and the nearby town of Taunton.
The document provides a case study of a large video game company, LVG Inc., that developed the GAME X series using a geographically distributed virtual team. While outsourcing art assets went well, the company found engineering development to be more problematic when done virtually at the early conceptual stages. Through organizational learning, LVG improved coordination mechanisms to overcome barriers. The case highlights how coordination methods must adapt based on a project's uncertainty and how virtual organizations require continual change for dynamic industries like video games.
- The document proposes market research for Playful Corp's game Creativerse, which is in competition with Minecraft.
- It recommends qualitative research like focus groups and interviews to understand player demographics and perceptions of Minecraft.
- Quantitative research like surveys and A/B testing of marketing messages is suggested to determine whether positioning Creativerse as an educational game or for older gamers would be more effective.
This document discusses brand equity in the video game console market, specifically for Xbox, PlayStation, and Nintendo brands. It covers several topics:
- Brand equity is an important factor for gaming consoles to compete for market share. Brand equity of titles can impact the console brand equity.
- Polls show that specific console platforms can have strong brand equity separate from their primary brand. Nintendo was successful in invigorating its brand equity by departing from traditional console design.
- Maintaining brand equity across platforms is difficult for gaming companies due to the proliferation of titles across consoles. Strategic pricing and speed to market are not enough on their own.
This document provides an introduction to a term paper analyzing changes in the video game industry over the past 10 years. It discusses the growth of mobile gaming and free-to-play pricing models. It also examines trends like vertical integration, where publishers develop and market their own games, and the transition to digital distribution through platforms like Steam.
Почему честным быть невыгодно/Денис Терехов 230414raso_pr
Презентация Дениса Терехова, директора агентства "Социальные сети" на конференции в МГУ "Реалистичность этических стандартов в деятельности по связям с общественностью"
Презентация Глеба Кузнецова на заседании Комитета по политтехнологиям РАСО при содействии Фонда ИСЭПИ, 26 ноября 2015 г., посвященном прошедшим выборам в Португалии и Польше.
This document provides information about a short film called "Magazine Review" including its plot, cast, director, and running time. The plot involves a 6-year-old girl named Ruby who gets lost in the woods while on a walk with her mother and dog. Ruby is then kidnapped and assaulted by an unknown character. The story is told from the perspective of Ruby's teddy bear. RollingHill Productions produced the short film, which has received nominations at several film festivals. A magazine review of the short film praises its daring storyline and camera work, as well as its darker twist on the children's tale "Teddy Bear's Picnic." The review does not reveal specifics of the disturbing scene but calls it a work
This document outlines the development of the Bocconi Alumni Association's (BAA) Vice President on Campus role from 2012-2015. It began with the idea to involve students and appointing a first Vice President in winter 2013. Over the next few years, the role grew to establish an identity, recruit ambassadors, develop a structure around 6 strategic areas, and create initiatives to engage hundreds of new members. By the end of 2015, the Vice President on Campus program had developed an established team, solid structure, replicable initiatives and a sustainable alumni network on campus.
This document provides an analysis of the Driver2Home service, which allows customers to contact a driver via a mobile app to pick them up and drive them and their car home safely after a night out. The summary discusses the context for the service, including new consumer transport needs, stricter drunk driving laws, and Milan's nightlife scene. It then overviews the service's business model, strategic alliances, competition, and financial projections. A SWOT analysis identifies strengths like the digital platform but also weaknesses around managing aggressive growth. Recommendations focus on ensuring high driver performance and strong relationships with partners.
Este documento parece ser sobre um curso de estatística e tecnologias da informação. Ele lista o nome da instrutora Sara Casadesús Serrano e o subgrupo 7.
Thriller film posters typically use dark colors and shadows to create a dark, twisted feel. The document discusses how the creator will incorporate these conventions - like using dark colors and red - into their own thriller film poster for a short film. They will use big, blocky capital letters in black or red for the film and actor names, and include a portrait of the teddy bear protagonist within the poster to tie into the film's narrative.
Cindies is a proposed cleaning service startup in Milan, Italy that will provide house cleaning services for students living outside Milan and families within Milan. The service will be available through a user-friendly website for 12 euros per hour and will employ reliable, qualified personnel. The founders are requesting 200,000 euros in funding which will be used for IT infrastructure, advertising, employee wages, founder salaries, startup costs, and staff selection. They believe there is room in the market for their proposed service as current competitors have poorly structured websites and limited organization in the house cleaning industry. Their financial projections over the first five years forecast positive cash flow and profitability after an initial period.
The document analyzes and compares the layouts and target audiences of four film magazines: Little White Lies targets a niche audience interested in film festivals through its sketchy pictures and festival advertisements. Empire aims at an older audience with ads for new technologies and concerts. Sight and Sound has a serious look with large portrait quotes and targets readers in their mid-30s to 40s. Total Film aims at a younger audience with cartoons and references to mainstream blockbusters through its colorful, graphic, and photo-based design.
The document discusses the potential impacts of planting energetic willow in Romania from a triple bottom line perspective. Socially, it could provide productive use for unused land and jobs, especially in rural areas. Environmentally, energetic willow is a green and low-carbon energy source that absorbs emissions while growing and provides an alternative to fossil fuels. Economically, it could support underdeveloped areas by providing additional income from land rental or production, diversifying farm revenues, and increasing energy independence.
The document discusses a location recce in the Seven Sisters area of The Quantocks near Taunton. It mentions the Seven Sisters, The Quantocks landscape features, and the nearby town of Taunton.
The document provides a case study of a large video game company, LVG Inc., that developed the GAME X series using a geographically distributed virtual team. While outsourcing art assets went well, the company found engineering development to be more problematic when done virtually at the early conceptual stages. Through organizational learning, LVG improved coordination mechanisms to overcome barriers. The case highlights how coordination methods must adapt based on a project's uncertainty and how virtual organizations require continual change for dynamic industries like video games.
- The document proposes market research for Playful Corp's game Creativerse, which is in competition with Minecraft.
- It recommends qualitative research like focus groups and interviews to understand player demographics and perceptions of Minecraft.
- Quantitative research like surveys and A/B testing of marketing messages is suggested to determine whether positioning Creativerse as an educational game or for older gamers would be more effective.
This document discusses brand equity in the video game console market, specifically for Xbox, PlayStation, and Nintendo brands. It covers several topics:
- Brand equity is an important factor for gaming consoles to compete for market share. Brand equity of titles can impact the console brand equity.
- Polls show that specific console platforms can have strong brand equity separate from their primary brand. Nintendo was successful in invigorating its brand equity by departing from traditional console design.
- Maintaining brand equity across platforms is difficult for gaming companies due to the proliferation of titles across consoles. Strategic pricing and speed to market are not enough on their own.
This document provides an introduction to a term paper analyzing changes in the video game industry over the past 10 years. It discusses the growth of mobile gaming and free-to-play pricing models. It also examines trends like vertical integration, where publishers develop and market their own games, and the transition to digital distribution through platforms like Steam.
Player Engagement and In-Game AdvertisingTyler Pace
In this paper, we present an analysis of physiological engagement with advertising-rich video games. Physiological engagement was measured with OTOinsight’s Quantemo™ neuromarketing measurement platform. Analyzing the results from three separate physical traces in combination with eye tracking and interview data, we present a series of five insights for the design and dissemination of future in-game advertising.
This document proposes developing virtual reality versions of Electronic Arts' top selling games to take advantage of the growing trend of video game players purchasing VR consoles. It analyzes EA's internal environment including products offered and customers, and external environment including the expanding video game industry and major competitors like Activision. The proposal identifies an opportunity for EA to get ahead of the growing VR market and produce games that satisfy consumer needs for innovative new experiences through innovative VR versions of popular titles.
IntroductionWhen doing business overseas the major factors to .docxvrickens
Introduction
When doing business overseas the major factors to consider before taking your business international is the culture difference, the legal and regulatory, and foreign government consideration. The US and Europe run their business very differently from the way they build relationships with clients to their marketing tactics. Many businesses are afraid to go international because they believe their business will not be successful. “The study of international business in services throws light on three areas of special interest. First is the process of international business, which has been often neglected in research on the manufacturing sector. (Gilbert. K, 2014) The most important aspect to running a successful business overseas is learning about the culture in that country, without learning about the customers you will be selling to you won't have much success in your business. Many companies do not learn about the culture of the country they are getting into business with and this is one major factor as to why companies have failed when going international.
Business in the US and Europe is completely different because we all grow up with different values and beliefs. However, when developing and taking the time to learn about one's culture and other important factors you can come together to run a successful business. When learning about different cultures it allows you to grow more which will only expand your business more.
Problem Statement
What are the challenges in running a business in the US compared to in Europe. How do you develop the tools necessary to adapt to a new culture and run a successful business.
Research Questions
What are the steps that you take to make sure your business is ready to go international?
What tools do you develop to run a successful business once you go overseas?
How do you adapt to the culture differences when you decide to take your business international?
IEEE TRANSACTIONS ON GAMES, VOL. 10, NO. 3, SEPTEMBER 2018 233
Pac-Man Conquers Academia: Two Decades of
Research Using a Classic Arcade Game
Philipp Rohlfshagen, Jialin Liu, Member, IEEE, Diego Perez-Liebana , Member, IEEE,
and Simon M. Lucas, Senior Member, IEEE
Abstract—Pac-Man and its equally popular successor Ms.
Pac-Man are often attributed to being the frontrunners of the
golden age of arcade video games. Their impact goes well beyond
the commercial world of video games and both games have been
featured in numerous academic research projects over the last two
decades. In fact, scientific interest is on the rise and many avenues
of research have been pursued, including studies in robotics, biol-
ogy, sociology, and psychology. The most active field of research is
computational intelligence, not least because of popular academic
gaming competitions that feature Ms. Pac-Man. This paper sum-
marizes the peer-reviewed research that focuses on either game
(or close variants thereof) with particular emphasis on the field ...
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
CEO Survey Report of Japanese Video Game Developers - Mirko Ernkvistナム-Nam Nguyễn
This document provides a summary of a survey of CEOs from Japanese video game development companies. It outlines the survey design and methodology, including steps taken to achieve a high response rate. Of 289 surveyed companies, 74 responded for a 25.6% response rate. The survey covered topics like financial performance, technology usage, knowledge sources, development strategies, and CEO demographics. The report aims to quantitatively characterize the video game development industry in Japan based on the survey results.
The document provides an analysis of alternatives for the future of Sony Computer Entertainment Europe's (SCEE) EyeToy technology. It evaluates repositioning EyeToy to target women and children, redesigning it to focus on traditional gamers, and withdrawing it from the PlayStation platform. After analyzing each alternative based on criteria like profitability, growth, and customer satisfaction, it is recommended that SCEE withdraw EyeToy from PlayStation and instead develop it as a separate product for the PC gaming market in order to attract more customers.
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
1-*
Information Systems:
A Manager’s Guide to Harnessing Technology
1-*
This work is licensed under the
Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA
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Chapter 1
Setting the Stage:
Technology and the Modern Enterprise
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Learning ObjectivesAppreciate how in the past decade, technology has helped bring about radical changes across industries and throughout societies Name firms across hardware, software, and Internet businesses that were founded by people in their twenties (or younger)
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Learning ObjectivesAppreciate the degree to which technology has permeated every management disciplineSee that tech careers are varied, richly rewarding, and poised for continued growthUnderstand the structure of this text, the issues and examples that will be introduced, and why they are important
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Tech’s Tectonic Shift:
Radically Changing Business Landscapes Billions of people have access to computing and telecommunications Google and Facebook have changed the way firms advertise and people communicate Open source software has lowered computing costs
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Tech’s Tectonic Shift:
Radically Changing Business LandscapesSophisticated, high-powered computing is turning into a utility via:Cloud computing Software as a serviceNew technologies have also: Fueled globalizationFueled data-driven decision makingRaised privacy and security concerns
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It’s Your Revolution Many of the world’s most successful technology firms were created by young peopleBill Gates was an undergraduate when he left college to found Microsoft Michael Dell was a sophomore when he began building computers at the University of Texas Mark Zuckerberg founded Facebook as a nineteen-year-old college sophomore
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It’s Your RevolutionTony Hsieh of LinkExchange and ZapposJerry Yang and David Filo of Yahoo! Kevin Rose of DiggSteve Chen and Chad Hurley of YouTube Steve Jobs of AppleJeff Bezos of AmazonCatherine Cook of MyYearbookShawn Fanning of NapsterLinus Torvalds – Linux operating systemSegrey Brin and Larry Page of Google
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Geek Up—Tech Is Everywhere and You’ll Need It to ThriveThere isn’t a single modern managerial discipline that isn’t being deeply and profoundly impacted by techTech skills are being “built into” jobs everywhere
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FinanceThe tech industry continually sprouts new businesses Suited to IPO markets Tech firms are actively involved in mergers and acquisitions (M&A)Finance careers also involve: Lending to tech firmsEvaluating the role of technology in firms in an investment portfolioTechnology-based trading platforms
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AccountingThe reliability of any audit is inherently tied to the reliability of the underlying technology Increased regulation has strengthened the link between accounting an ...
Chapter 5Macro-foundations of Strategic Advantage Industry Anal.docxchristinemaritza
The document discusses how changes in the video game industry have negatively impacted console makers like Microsoft, Sony, and Nintendo. Specifically, it notes that (1) interest in console gaming has declined since 2010 as consumers increasingly use consoles for streaming movies instead of games and play games on mobile/social platforms, (2) this has hurt console makers' business model of recouping hardware costs through game sales, and (3) console makers face an uncertain future as they struggle to adapt to new business models and changing consumer tastes across multiple platforms.
This document analyzes the external and internal environment of the US video game production industry and provides recommendations for Take-Two Interactive Software Inc. (TTWO). It finds that the industry faces increasing interconnectivity, dominance of Asian markets, and demographic shifts in the US. Internally, TTWO's main strengths are its Grand Theft Auto and NBA franchises, while opportunities exist in mobile gaming. The document recommends that TTWO expand into mobile and focus on hit franchises to maintain its position amid high competition in the industry.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove was founded in 2009 to provide a platform for online gaming, social networking, and e-commerce as a service to large companies. It identified a gap in the Asian market for an integrated platform to help companies engage users and drive revenues. MatchMove signed its first client, Yahoo! Southeast Asia, in 2009. By 2012, it had expanded its platform and client base, but the CEO wanted to further disrupt existing industries and capture new opportunities.
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
The document discusses using value curve techniques to help Nintendo's Wii console increase its market share against competition. TG Consulting analyzed two relevant markets, identified key factors of competition, surveyed gamers to understand factor importance, and mapped the Wii's position. They recommend Nintendo increase "delighters" and "satisfiers" like family-friendly and party features to attract more customers.
This document provides an in-depth analysis of the concept of "indie games" and their relationship to the mainstream gaming industry. It begins by exploring the definitions and origins of indie games, noting they emerged in response to constraints of large studios/publishers. It then examines how digital distribution platforms have both helped indie games succeed commercially but also drawn them back into corporate structures. Finally, it considers whether "indie" constitutes a useful genre designation given its contradictions and commercial co-option. The document aims to understand what "indie" entails and its evolving relationship with mainstream gaming.
Similar to Group 20 - Balancing Bets & Losses, Exploration and Exploitation in the video Game industry (20)
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Group 20 - Balancing Bets & Losses, Exploration and Exploitation in the video Game industry
1. 1
Balancing Bets and Losses:
An Empirical Study on Exploration and Exploitation in
the Video Game Industry
Federico Bertazzoni 1732569
Tudor Carstoiu 1408558
Simone Di Carlo 1529932
Andrea Muttoni 1408731
Bocconi University - Fundamentals of Innovation and Industrial Change - Group 20
The paper aims to provide an empirical insight into the tradeoff between exploration and
exploitation, in a decision making context, for publishers in the videogame industry. We consider
the top 10 publishers for 8 consecutive years (from 2003 to 2010) and ranked their success using
a proxy composed of the average review score of the published games every year. We consider
sequels and licensed titles to be exploitative, and new original games to be explorative. By
comparing the ratio of explorative titles over total titles published per year we obtain an
Exploration Index. We create a model and perform several regressions to test two hypotheses:
(1) how does performance affect the Exploration Index? and (2) how does an external event, a
new console launch, affect the Exploration Index? Our results suggest a negative correlation
between performance and Exploration Index indicating that as publishers perform better, they
tend to focus on exploitation and a further weak negative correlation between Exploration Index
and external events. Our data, although meticulously aggregated, proved to have several
limitations discussed in the paper. Nevertheless, our results offer valuable insights on the
delicate tradeoff of exploration and exploitation.
Acknowledgements
The authors would like to express their sincere gratitude to Hakan Ozalp, whose knowledge of the
video game industry and patient feedback were of invaluable help on our empirical journey.
2. 2
SECTION 1
Introduction
Often our decisions depend on a higher level choice: whether to exploit well
known but possibly suboptimal alternatives or to explore risky but potentially
more profitable ones.
(J.D. Cohen et al. - 2007)
Decision-making within firms, when launching a new product, has always been a matter of
trade-offs. Firms constantly face a choice between following a success path, risking to
become obsolete, or focusing on innovation and explore new unknown endroits. It is
therefore a matter of balancing bets and losses. Philosophically speaking, as Aristotle said,
the golden mean is the desirable middle between two extremes, one of excess and the other of
deficiency. It is therefore clear that a fine-tuning between the two is the appropriate path, but
little is known about how performance of the firm over time or exogenous events influence
this equilibrium.
Exploration relates to value creation, or increasing the knowledge base, pre-empting the
future, while exploitation is related to value capture, or reusing the existing knowledge,
mastering the present.
When firms excessively focus on exploration, there is the risk is that the costs of
experimentation come without benefits, ideas remain undeveloped and there is an overall lack
of distinctive competences, which come about through continuous learning by doing along a
consistent trajectory.
Conversely, when most of the focus is on exploitation, the risks are that the firm gets locked-
in to suboptimal equilibriums (local maxima) and cannot adapt to changing circumstances.
This can create path dependence and core capabilities can eventually become core rigidities
(J. March – 1991). When a business finds the right balance between exploration and
exploitation then this business can be defined as ambidextrous (Duncan 1976, March 1991).
The aim of this paper is to empirically model the effects of this tradeoff in the video game
industry. Year after year, video game publishers face the dilemma of exploring by creating
new original titles or exploiting through sequels and licensed titles based on past successes.
The video game industry has enormously grown over the years and this path seems to be
confirmed by current market forecasts. In 2012 the industry was worth almost $80 billion,
combining software, gaming revenue and devices, according to DFC Intelligence. A special
report by the Entertainment Software Association (ESA) stated that the U.S. interactive
entertainment software industry is, and has been, one of the most rapidly growing industries
in the United States. From 2005 through 2009, the computer and video game industry
3. 3
achieved real annual growth of 10.6% per year. By comparison, the entire U.S. economy
grew by only 1.4% per year during the same four-year period.
Since the early days the market composition has been divided among console producers,
game publishers and developers. As a consequence the market has been characterized by
vertical integrations in order to acquire greater market share.
In our research in the video game publishing industry, we defined a game as explorative if it
was new and original at the date of release meaning it had no prior sequels and was not based
on licensed content. On the contrary, a game is considered exploitative if it is a sequel or
licensed title, in other words building upon existing success. We define sequel as a new
version of an already existing game, and licensed a game takes the story or the name or both
of some famous external content.
After defining what exploration and exploitation means in the video game context, we
considered the development and marketing costs of an explorative versus an exploitative
game. Our intuition led us to believe that an explorative game should have both higher
development and marketing costs because it is something completely new and therefore
requires more resources. Consequently, when sequels are launched, we assumed lower
development and marketing costs because they were incremental improvements on existing
titles and notoriety. Our research proved exactly the opposite of our preliminary intuitions.
The next extract gives us a hint about how things work in the industry: "In an interview, in
May 2009, Sebastien Puel stated that the development team working on Assassin's Creed II
had increased to 450 members, and the development team's size had tripled since the first
game." (Kotaku - 2009)
The paper is structured as follows: section 2 states the hypotheses; section 3 explains our
methodology; section 4 illustrates our variables and our model; section 5 sums up our results
and conclusions.
4. 4
SECTION 2
Hypotheses
In this section we briefly outline the hypotheses that underlie our analysis. We are used to
considering videogames as a form of leisure, not a company’s product with revenues and
costs. However, if we try to look at the videogame industry from an economic point of view,
we can suppose that the type of game made by a company is linked to some endogenous and
exogenous factors. In testing for this interaction we examine the interrelationship between the
publishing strategy and its performance as a proxy of endogenous elements and between the
publishing strategy and the launch of a new console.
Our first null hypotheses is that high levels of performance has no effect on the Exploration
Index, that is, there is no relationship between the publishing strategy and the average ratings
received by critics.
The first alternative is that when performance is high, the Exploration Index is greater, as
firms feel safer and have greater economic security to risk publishing completely new games.
A second alternative is that the publisher, being risk averse, with high levels of performance,
exploits successful games because of path dependence and the value trap.
Our second null hypotheses postulate that new console launches have no effect on
Exploration Index, that is, the endogenous factors doesn’t influence the choice of firms
publishing strategy. Arguably for video-game industry most important product market
outcomes is the time it takes to bring a game on new consoles, in order to have first mover
advantage; the second null hypotheses would test that the new console launch does not effect
on the type of game published by companies. Again there is at least two alternative
hypotheses.
The first alternative is that there is a positive correlation between a new console launch and
exploration because a new generation console may stimulate novelty.
Alternatively there could be a negative correlation between external events and Exploration
Index due to conversion of same game to the new console format or due to the fact that firms
hedge their new console launch, an inherently explorative act, with “safe” exploitative titles.
5. 5
SECTION 3
Methodology
Our data was collected from a user-contributed website called Mobygames1
. Each game has
detailed information including title, release date (split geographically), average ratings,
description, genre, and platforms. Considering Mobygames could be seen as the Wikipedia
equivalent for video games, although we cannot rule out human error, the vast majority of the
information is correct and verified by multiple users (including the site admins). We cross-
referenced each data with other internet sources such as Wikipedia and official websites of
publishers.
We considered explorative any title that was new to the market, with no prior prequel/sequel
and no licensed content attached to it. Consequently, anything else we marked as exploitative:
successive titles such as prequels and sequels and licensed titles.
Our measure of performance was an average of the individual game ratings. While it would
be ideal to have precise financial data for each game, publishers do not subdivide balance
sheets and other financial data according to each title, making it very difficult to extract
accurate financial data for each game if not for the most popular titles. We think that an
average of the individual game ratings for a given year acts as a worthy proxy for financial
success.
Our game database contains over 3200 titles over 8 years and 10 publishers. Out of these, due
to uncertainties, redundant titles (e.g. “Deluxe Edition” released on the same day), and our
personal platform restrictions, our filtered total is 1564 titles. The most time consuming part
of the data collection was manually browsing the website extracting individual fields for each
game. We started with this method for around half the titles, but having spent an excessive
amount of hours, we decided as a group to find a more efficient method; both to manage time
constraints and preserve data accuracy. We therefore automated this first phase of the data
collection (extracting data from the website) via a custom programmed web crawler
programmed ad hoc. The crawler, based on specific filters (company, year) extracted all titles
from the website. This not only allowed us to save incredible amounts of time (what used to
take us 10 hours, now took 10 minutes) but most importantly eliminated any human error in
the extraction of the data.
We then categorized each title as either explorative or exploitative. As it required semantic
categorization, it was done by hand to avoid errors. Although it required manual verification,
it proved to be not as time consuming and could be done in parallel more efficiently.
1
http.//www.mobygames.com
6. 6
SECTION 4
THE VARIABLES
In what follows, we describe the main variables and the way they are defined and collated.
Table 1 shows the descriptive statistics.
AVERAGE RATING is a crucial variable because it is our proxy that represents the
publisher performance. We faced the possibility to consider other variables such as game
revenues but this one is the most significant and was the most consistent to find. We extract
the average rating for each game taken from Mobygames and Metacritic. For each firm for
the eight years taken in consideration we calculate the mean of game reviews. Eighty
observations compose our panel data, 8 years per 10 publishers, the rank is a number between
0 and 100.
EXPLORATIVE INDEX is a dummy variable that takes the value 1 if the game is in the
license/sequel category or 0 if the game is completely original. Also here we have eighty
observations. This is an important strategic variable as we are interested in measuring
exploration and exploration in firms publishing strategy. There is no easy way to obtain this
data, hence this variables reserve some discussion due to some uncertainty in classification.
EXPLORATIVE INDEX EXCLUSIVE is another variable that we use to catalogue each
games in explorative or exploitative category. However the main difference is that games
considered here are exclusive to a specific console. It is a dummy variable that takes the
value 1 if the game is in the license/sequel category or 0 if the game is completely original as
well. We use this new variable to investigate the relationship between new console launch
and firms publishing strategy. Some firms sign an exclusive license agreement to publish
game only for one console and this behavior could amplify the difference in balancing
exploration and exploration due to exogenous factors.
Going in depth, we consider both the Exploration Index for all games and for exclusive
games. Both of these are expressed by a dummy variable. We can notice the maximum value
is 0.258. This indicates that on average one out of four games published by a Top 10
Publisher is either licensed or a sequel.
If we compare the average of Exploration Index and exclusive Exploration Index, we find
exclusive Exploration Index is almost 3% larger: games published exclusively for a console
are on average 3% more explorative. It is a small difference, but was an interesting
springboard to investigate exploration and exploitation in the video game industry.
Table 1
VARIABLE OBSERVATION MEAN STD DEV MIN MAX
Avg rating 80 72.48588 4.896883 60.46 86
E-index 80 0.2376875 0.1794876 0 1
E-index
Exclusive
76 0.2584053 0.2225663 0 1
7. 7
Variable Correlations
Correlating average rating and Exploration Index (80 observations), we can observe a slightly
negative correlation between average rating and Exploration Index.
Avg rating Expr index
Avg rating 1.0000
Expr index - 0.1092 1.0000
Correlating Average Rating Lag 1 and Exploration Index (79 observations), we find a
positive correlation between average rating and Exploration Index.
Avg rating lag 1 Expr index
Avg rating lag 1 1.0000
Expr index 0.1635 1.0000
Correlating Exploration Index of exclusive games with console launches (76 observations),
we find a positive correlation between average rating and Exploration Index.
Avg rating Expr index
Avg rating 1.00000
Expr index 0.1979 1.00000
Model
We constructed the following model to run our regression:
where:
Y= Exploration Index
i = Publisher
t = time from 2003 to 2010
α = constant
x changes based on our regression. In our first regression x is average rating in t-1, in our
second regression it is average rating at time t, and in our third regression it represents a new
console launch.
8. 8
Does Performance Affect the Exploration Index?
First Regression: Exploration Index vs. Average Rating at time t-1 (Lag 1)
VARIABLES Constant Average Rating at t-1
Exploration Index
-0.0657323
(0.845)
0.0041921
(0.365)
In this first regression we want to test if the Exploration Index of year X is correlated with the
average score of the games published the previous year (x-1). The aim of this regression is to
see whether ratings affect their publishing strategy (explorative vs. exploitative).
We find this regression to be insignificant as shown by our p-value, thus not rejecting our
first null hypothesis. We are confident with our premise and analysis but there is a high
chance of heteroskedasticity or endogeneity in the regression due to the limitations of our
dataset.
Heteroskedasticity happens when the assumption of constant variance for the error term is not
fulfilled. This drawback does not lead to biased beta coefficient, but to biased variances.
Therefore the t-tests are not reliable. This kind of problem is very common in cross-sectional
dataset like ours. By using the Breusch-Pagan test we find that the variable Average Rating is
heteroskedastic. We then used an ordinary least square regression with a White correction.
The beta remained statistically equal to zero.
Second Regression: Exploration Index vs. Average Rating at time t
VARIABLES Constant Average Rating at time t
Exploration Index
1.0064
(0.004)
-0.0106
(0.028)
We decided to complement the first regression with a second one regressed at time t instead
of time t-1. We found a p-value lower than 5% meaning that the null hypothesis can be
rejected: average rating has an affect on the Exploration Index. As firms perform better, they
tend to decrease their levels of exploration and focus on exploitation. In practice this means
publishing licensed or sequel types of games.
To support our finding, we analyze the position of the market leader in terms of average
performance: Electronics Arts. During the period we see how a higher performance with
respect to the industry average and competitors, corresponds with relatively low Exploration
Index.
9. 9
On the other hand we can deduce that when a firm shows bad performance it is easier that
firm rise up the risk publishing new original game. This view is confirms Henrich Greve’s
theory that as firms perform worse than their historical average or compared to competitors, it
takes on more risk.
We clearly see this in the case of THQ, who coincidentally went out of business in 2010.
10. 10
Does A New Console Launch Influence Publishing Strategy ?
Third regression: Exploration Index of Exclusive Games vs. New Consoles
VARIABLES Constant Console
Exploration Index of
exclusive titles
0.2124547
(0.000)
-0.0919011
(0.060)
In this regression we want to explore the firm’s behavior related to the new console launch.
We took into consideration the previous 3 years relative to the console launch. This new
index however takes in consideration only the titles published exclusively for a console such
as PlayStation or Xbox. We consider exclusive games so as to strengthen the effective
relation between new console launches and the explorative strategy of companies. We note
how some of the publishers like Sony and Microsoft are both publishers and console
producers.
In this regression the p-value is slightly above the typical 5% threshold of statistical
significance. If we raise the tolerance threshold slightly, we find the correlation is negative.
In order to compensate for the relatively weak p-value, we performed a Breusch-Pagan test
and found there is homoskedasticity between the variables.
This could be due to the fact that publishers prefer not to expose themselves excessively, in
order to better exploit the network effects of previous successful games in a new generation
console launch. Exploitative titles are cash cows, and a safer bet. Since new consoles have an
inherent explorative component, we could reason that publishers prefer to hedge this form of
exploration with a greater amount of exploitative titles.
Another contrasting view could be that, as we approach the launch a of a new console,
publishers divest their explorative resources of original titles for new-generation consoles,
releasing relatively more cash cows in the previous generation of consoles.
Robustness of our data
We next discuss some potential limitations of the data and a number of robustness checks we
performed to deal with these concerns. A common issue with the use of survey data is the use
of retrospective data and the bias such data can impose. Heteroskedasticity is the first
problem we faced, it happens when the assumption of constant variance for the error term is
not fulfilled. This drawback does not lead to biased beta coefficient, but to biased variances.
We use the Breusch-Pagan test to check if heteroskedasticity happens and adjust the mistake.
11. 11
Then we face endogeneity in the regression due to measurement error, omitted variables and
possible simultaneity.
A classical hypothesis of the linear regression is that the error term should be orthogonal to
the regressor matrix:
E(X'
ε) = 0
This is a fundamental hypothesis for the validity of betas. If it was violated, the only way to
resolve it is to use instrumental variables. This can be tested when you already have an
instrumental variable regression.
The first cause of endogeneity could be omitted variable distortion. In order to avoid this
problem we should add the omitted variable in the regression, or use an instrumental variable.
In our case the Exploration Index is not sufficiently explained just by the rating, but other
factors, both endogenous and exogenous. Endogenous factors like: change in key employees,
game-by-game revenues, R&D costs. Exogenous factors could be: market trends in
preference types of games, geographical differences, external events. All of these factors are
very difficult to capture.
The second cause of endogeneity is measurement error. This means that the variables are
measured in a wrong way, thus the dataset is distorted. In our case, for example, the
performance and the rating could be distorted by the rating system applied. We opted for an
average measure of various rating sources using Metacritic and Mobygames. While this result
gives an accurate overall objective average of each game’s score, but in turn could dull the
differences in rating.
The last source of endogeneity is the simultaneity. This means that in our regression, not only
the average rating influences the Exploration Index, but also vice versa. To solve this bi-
directional effect we would need some instrumental variables that control for factors that only
one of the factors could explain.
12. 12
SECTION 5
Discussion & Conclusion
In general, the industry is very concentrated. Our top 10 publishers account for the vast
majority of the total games produced every year. We notice that the video game industry is
generally predominantly exploitative and it is the exploitative titles that benefit from the
largest amounts of resources, developer teams and marketing expenditures, contrary to the
intuitive belief that it is explorative games that garner the greatest amounts of resources.
Titles based on licensed content are also very popular and make for a significant portion of
the exploitative titles.
In the context of the resource-based view of the firm, we can see how capabilities and their
inherent tacit and specialized component reinforce the path dependence on exploitative titles.
In other words, making a game requires specific capabilities, largely composed of skills
acquired through learning by doing. The accumulation of these capabilities is expensive and
specialized. In making an exploitative sequel, the spillover of capabilities is almost perfect.
Most exploitative games only marginally innovate on secondary features and complementary
assets rather than core gaming mechanics. In making a completely different explorative title
however, these capabilities have a potentially very low spillover, as the competences required
to make a first-person shooter are very different from the ones required in a turn-based puzzle
game. Both core assets (game engine, developers) and complementary assets (art, music,
marketing) tend to specialize over time.
We found, through our first and second regression, that there is a negative correlation
between the average performance of a publisher and its explorative index. We find support of
this result by phenomena like the value network trap and in general the concept of path
dependence. Positive feedback (in our case positive reviews of the games) from customers
make it less attractive for firms to embark in exploration and risk financial returns and
reputation on new titles. Publishers like EA, who coincidently is a consistent top performer,
has the lowest Exploration Index out of all the publishers, focusing almost exclusively on
licensed titles, most of which are licensed sequels. Further evidence for these results can be
found in the latest releases of triple-A blockbuster games: GTA5 and Call of Duty: Ghosts.
Both of these recently released titles are exploitative and a sequel to a distant original concept,
and both broke landmark sales records in the first days of release totaling over a billion
dollars in revenue. Given the huge success of these exploitative titles, it is easy to see why
publishers prefer to divert their largest portion of resources to safe, cash-generating
exploitative endeavors.
Our third regression suggests that new console launches are slightly, albeit with weak
significance, negatively correlated with the Exploration Index. We saw how this could be
13. 13
dictated by two contrasting views. The first view is in favor of the negative correlation
whereby, given that a significant portions of our top 10 publishers are also console producers,
they hedge their explorative risk of a new generation console launch with more exploitative
titles. The contrasting view, which goes against the found correlation is that near the end of a
console generation, the amount of explorative games are less, as publishers focus their
explorative resources in developing games for the new console launch. A reason our
regression did not measure this effect could be that explorative games require longer
development time and would have made an appearance some time after the launch of a new
console. A reason for this could be that publishers prefer to wait until new consoles witness a
wider diffusion and not only appeal to niche users or early adopters.
In conclusion, we found several consistencies with the existing body of literature, for
example Henrich Greve’s theory of increased exploration as a reaction to negative
performance, but we hope our findings trigger further research. Our hypotheses should be
tested with different proxies, not just average game rating, and optimally take into
consideration other endogenous and exogenous factors mentioned in Section 4. A possibly
more accurate proxy could be revenues, or even better a monthly game-by-game expenditure
in development and marketing. Considering the powerful dynamics of this high growth
industry, and players’ constant dilemma of exploring uncharted territories or settling in
proven lands, we believe that deeper and broader inquiries will expose surprising new
insights and a lot of new lessons could be learned.
14. 14
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