The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable 'readersâ?, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.
Subject
Business Modeling and IS
Conference
PACIS 2005, July 2005
Cited by
Year 2014 : 2 citations
V Nae, R Prodan, A Iosup (2014). SLA-based operations of massively multiplayer online games in clouds, in Multimedia Systems, 2014 - Springer
Lakkaraju, K., Whetzel, J. H., Lee, J., Bier, A., Cardona-Rivera, R., & Bernstein, J. Validating Agent Models Through Virtual Worlds.
Year 2013 : 5 citations
Cardona-Rivera, R. E., Lakkaraju, K., Whetzel, J. H., & Bernstein, J. R. (2013). Large-Scale Conflicts in Massively Multiplayer Online Games. In Complex Sciences (pp. 40-51). Springer International Publishing.
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Nae, V., Prodan, R., & Iosup, A. (2013, July). SLA-based operation of massively multiplayer online games in competition-based environments. In Proceedings of the International C* Conference on Computer Science and Software Engineering (pp. 104-112). ACM.
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Nae, V., Prodan, R., & Iosup, A. Autonomic Cloud-based Operation of Massively Multiplayer Online Games.
Year 2012 : 1 citations
Cardona-Rivera, R. E., Lakkaraju, K., Whetzel, J. H., & Bernstein, J. R. (2012). Large-Scale Conflicts in Massively Multiplayer Online Games. In Complex Sciences (pp. 40-51). Springer International Publishing.
Year 2011 : 2 citations
Móricz, P. (2011). Élenjáró magyarországi internetes vállalkozások fejl?dése az üzleti modell néz?pontjából= Evolution of prominent Hungarian e-business companies from a business model perspective (Doctoral dissertation, Budapesti Corvinus Egyetem).
Nae, V., Prodan, R., Iosup, A., & Fahringer, T. (2011). Abstract only: a new business model for massively multiplayer online games. ACM SIGSOFT Software Engineering Notes, 36(5), 41-41.
Year 2010 : 1 citations
Business Models and Virtual Worlds: The Second Life Lesson
M Poian… - 2010 - papers.ssrn.com
Year 2009 : 3 citations
Cagnina, M. R., & Poian, M. (2009). Beyond e-business models: the road to virtual worlds. Electronic Commerce Research, 9(1-2), 49-75.
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Füleki, D., & Horváth, C. THE CASUAL, THE HARDCORE AND THE FARMER.
Year 2008 : 2 citations
Second Life Prototyping of Augmented Automobile Navigation Assistance
KH Chu… - … , 2008. ITSC 2008. 11th International IEEE …, 2008 - ieeexplore.ieee.org
An exploratory Investigation of Virtual Worlds: Proposed Business Models in Second Life
K Chiu - 2008 - edissertations.nottingham.ac.uk
Year 2007 : 1 citations
Business Models and Strategies for Virtual World
JH Choi - vecom.vn
Year 2005 : 1 citations
STATE-OF-THE-ART REVIEW OF VALUE CHAIN MAPPING TECHNIQUES RELEVANT TO THE AEROSPACE INDUSTRY
D Buxton, R Farr, B MacCarthy - vivaceproject.com - VIVACE 2.1/UNOTT/T/050021, (c) 2005 VIVACE Consortium Members.