CISUC

Because Players Pay: The Business Model Influence on MMOG Design

Authors

Abstract

The authors explore Massively Multiplayer Online Games (MMOG) business models in order to characterize two main problems: big initial investment and continuous expenditures. The four main actors of a MMOG environment ' game producer, Game, Players and Business Model ' are analysed resorting to Actor Network Theory in order to understand their alignment in Business Models and how they can influence game design. The conclusion ends in the fact that the Business Model, directly or indirectly, influences and constrains the game design in the following ways: the high economic risks inhibits game design innovation, the players have power to demand poor game design decisions while the virtual economy games simply embrace the business model into its design.

Subject

Business Modeling and IS

Conference

DiGRA2007 - Digital Games Research Association, September 2007

PDF File


Cited by

Year 2014 : 1 citations

 Karlberg, J. (2014). ERSÄTTNING AV LJUD I ENTROPIA UNIVERSE: På vilket sätt är det möjligt att förbättra en spelupplevelse genom att bara ersätta ljud?.

Year 2013 : 3 citations

 Monnet, S., & Thomas, G. (2013) Large?Scale Peer?to?Peer Game Applications. Distributed Systems: Design and Algorithms, 81-103.

 Vanhala, E., Kasurinen, J., & Smolander, K. (2013, October). Design and Innovation in Game Development: Observations in 7 Small Organizations. In ICSEA 2013, The Eighth International Conference on Software Engineering Advances (pp. 118-127).

 Yang, R. (2013). Could the Virtual be Similar to the Real? A First Look from an Efficient Markets Perspective. The Quarterly Journal of Finance, 3(03n04), 1350019.

Year 2012 : 2 citations

 Papay, J., Schamel, F., & Yilmaz, E. (2012). SEVENTH FRAMEWORK PROGRAMME THEME FP7-ICT 2011-8.

 Harwood, T. (2012). Emergence of gamified commerce: Turning Virtual to Real. Journal of Electronic Commerce in Organizations (JECO), 10(2), 16-39.

Year 2011 : 1 citations

 Legtchenko, S. (2011) Blue Banana: support pour la mobilité des avatars dans les MMOGs distribués.

Year 2010 : 3 citations

 Legtchenko, S., Monnet, S., & Thomas, G. (2010, June). Blue Banana: resilience to avatar mobility in distributed MMOGs. In Dependable Systems and Networks (DSN), 2010 IEEE/IFIP International Conference on (pp. 171-180). IEEE.

 Jia, W., & Kim, S. (2010). The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market. Journal of Global Academy of Marketing Science, 20(2), 219-230.

 M Poian (2010) Business Models and Virtual Worlds: The Second Life Lesson - papers.ssrn.com

Year 2009 : 3 citations

 Schrank, D. (2009). A Trustful Payment System for Virtual Worlds.

 Cagnina, M. R., & Poian, M. (2009). Beyond e-business models: the road to virtual worlds. Electronic Commerce Research, 9(1-2), 49-75.

 Serbmongkolchai, V., Chen, X., & Sassen, M. (2008) v-Business model in virtual world.