Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


2022 | 1 | 29-55

Article title

Strategy Approaches in the Video Game Industry. The Case Study of South Korea, the USA and Poland

Content

Title variants

PL
Podejścia strategiczne w branży gier wideo. Studium przypadku Korei Południowej, Stanów Zjednoczonych i Polski

Languages of publication

Abstracts

PL
Problemem, który interesował autorów w tych badaniach, było zidentyfikowanie podejść do strategii dominujących w sektorze gamingowym w USA, w Korei Południowej i w Polsce. Rozwiązanie tego problemu jest głównym celem badań, których wyniki zawarto w tym artykule. Celem poznawczym jest poszerzenie wiedzy dotyczącej podejść do strategii w nowych sektorach gamingowych w różnych fazach ich rozwoju. Celem metodologicznym jest sprawdzenie użyteczności podejścia opartego na zasadzie m.in. „grey intelligence”. Celem utylitarnym jest wskazanie kierunków rozwoju firm tego sektora w oparciu o teoretyczne projekcje strategii. Badania przeprowadzono w I kwartale 2022 roku. Wynikiem badań jest opis dominujących strategii w sektorze gamingowym. Oryginalnym wkładem jest wykorzystanie teoretycznych podejść do strategii w badaniach sektora gamingowego oraz zweryfiko- wanie użyteczności tych podejść do strategii.
EN
The problem of interested in these studies was to identify the approaches to strategies that dominate the gaming sector in the USA, Korea and Poland. Solving this problem is the main goal of the research, the results of which are presented in this article. The cognitive aim is to broaden the knowledge of approaches to strategy in new sectors, such as gaming, at various stages of its development. The methodological aim is to check the usefulness of the approach and the analysis based on the principle of the so-called “grey intelligence”. The utilitarian aim is to indicate the directions of development of companies in this sector based on the theoretical projections of the strategy. The research was conducted in Q1 2022, and the result is a description of the dominant strategies in the gaming sector. The originality value of this research is to use theoretical approaches to strategy to identify strategies in new sectors and to verify the utility of these approaches.

Year

Issue

1

Pages

29-55

Physical description

Dates

published
2022

Contributors

  • Uniwersytet Ekonomiczny we Wrocławiu
  • Uniwersytet Ekonomiczny we Wrocławiu
author
  • Uniwersytet Ekonomiczny we Wrocławiu

References

  • Ahmad, N. B., Barakji, S. A. R., Shahada, T. M. A., and Anabtawi, Z. A. (2017). How to launch a successful video game: A framework. Entertainment Computing, 1-11. https://doi.org/10.1016/ j.entcom.2017.08.001
  • Ansoff, H. I. (1985). Zarządzanie strategiczne. Warszawa: PWE.
  • Baker, J. (2021). Gaming in 2021 will transform how brands interact with consumers forever. The Drum.
  • Batchelor, J. (2021). 505 Games buys ghostrunner IP for €5m. Games Industry.
  • Cale, M. (2021). More people in the United States play video games than ever before, ESA reports. Retrieved from https://dotesports.com/general/news/more-people-in-united-states-play-video-games-than-ever-before-esa-reports
  • Chalk, A. (2022). Here's everything that's happened since Microsoft acquired Activision Blizzard. PC Gamer.
  • Chandler, A. D. (1962). Strategy and structure: Chapters in the history of American enterprise. Boston: MIT Press.
  • Coe, N. M., and Yang, C. (2022). Mobile gaming production networks, platform business groups, and the market power of China's tencent. Annals of the American Association of Geographers, 112, 307-330.
  • Cruz, R. (2021). The modern economics of the video games industry. Miami School of Communication.
  • D'Angelo, W. (2018). Madden NFL 19 sells an estimated 788,006 units first week at retail - sales. Retrieved from https://www.vgchartz.com/article/392597/madden-nfl-19-sells-an-estimated788006-units-first-week-at-retail/
  • Distribution of PC bang visitors in South Korea in 2021, by number of monthly visits. (2021). Statista.
  • Distribution of video gamers in the United States from 2006 to 2021, by gender. (2021). Statista.
  • Ferguson, C. J., Gryshyna, A., Kim, J. S., Knowles, E., Nadeem, Z., Cardozo, I., … and Willis, E. (2022). Video games, frustration, violence, and virtual reality: Two studies. The British Journal of Social Psychology, 61, 83-99. https://doi.org/10.1111/bjso.12471
  • Fillari, A. (2022). How dying light 2 is the biggest gamble in Techland's history. CNET.
  • Gaming in Poland - statistics & facts. (2022). Statista.
  • Gaming market - Growth, trends, Covid-19 impact, and forecasts (2022-2027). (2021). Mordor Intelligence.
  • Global digital population as of January 2022. (2022). Statista.
  • Grubb, J. (2022). NPD: The top 20 best-selling games of 2021 in the U.S. Retrieved from https://venturebeat.com/games/npd-the-top-20-best-selling-games-of-2021-in-the-u-s/
  • Haberlin, K. A., and Atkin, D. J. (2022). Mobile gaming and Internet addiction: when playing is no longer just fun and games. Computers in Human Behavior, 126, 106989.
  • Heitmann, M., and Tidten, K. (2011). New business models for the computer gaming industry: Selling an adventure. In Business, technological, and social dimensions of computer games: Multidisciplinary developments (pp. 401-415). IGI Global.
  • Hernández-Nieto, C., Sánchez, X., and Salinas, P. (2015). A mobile first approach for the development of a sustainability game. Procedia Computer Science, 75, 182-185. https://doi.org/10.1016/j. procs.2015.12.236
  • Hetty Primasari, C. (2022). Strategy for achieving IT-business alignment in the gaming industry in Indonesia. Procedia Computer Science, 197, 469-476. https://doi.org/10.1016/j.procs.2021.12.163
  • Honorof, M. (2021). Google says Stadia is doing great - we're not so sure. Tom's Guide.
  • Increase in time spent playing video games during the coronavirus (Covid-19) pandemic worldwide as of March 2020, by country. (2021). Statista.
  • Iqbal, M. (2022). Twitch revenue and usage statistics. Business of Apps.
  • Janikowski, J., 2021. Polska Branża Gier stan na 2020. Retrieved from: https://jacekjankowski.pl/ polska-branza-gier-stan-na-2020/
  • Jasiński, M. (2020). Identyfikacja podejść do strategii w przedsiębiorstwach w sektorze produktów spożywczych FMCG. Ujęcie metodyczne (PhD thesis). Wroclaw: Wroclaw University of Economics and Business.
  • Jin, D. Y. (2010). Korea's online gaming empire. US: MIT Press, Cambridge.
  • Jodłowski, M. (2016). CD Projekt RED stawia sobie Rockstar Games za wzór. GryOnline.
  • Jung, C. W. (2022). Two perspectives on gaming social capital among Korean adolescent gamers. Entertainment Computing, 41, 100470.
  • Khan, M. A., Merabet, A., Alkaabi, S., and El-Sayed, H. (2022). Game-based learning platform to enhance cybersecurity education. Education and Information Technologies. https://doi.org/10.1007/ s10639-021-10807-6
  • Klimas, P. (2017). Current revenue (monetization) models of video game developers. Journal of Management and Financial Sciences, 10, 119-136.
  • Klimas, P., and Czakon, W. (2022). Gaming innovation ecosystem: Actors, roles and co-innovation processes. Review of Managerial Science, 1-47.
  • Kondycja Polskiej Branży Gier 2020. (n.d.). Krakowski Park Technologiczny.
  • Makuch, E. (2021). Mobile gaming is more popular than console/PC and had a huge year in the US and Canada. Retrieved from https://www.gamespot.com/articles/mobile-gaming-is-more-popular-than-console-pc-and-had-a-huge-year-in-the-us-and-canada/1100-6486445/
  • Marchand, A., and Henning-Thurau, T. (2013). Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27, 141-157. https://doi.org/10.1016/j.intmar.2013.05.001
  • Marder N., (2020). Naughty dog animator tweets about brutal crunch conditions. The Gamer. Retrieved from https://www.thegamer.com/naughty-dog-brutal-crunch-conditions-the-last-of-us-2/
  • Markides, C. C. (2015). Research on business models: Challenges and opportunities. In Business models and modelling (pp. 133-147). Emerald Group Publishing Limited.,
  • Marszałkowski, J., Biedermann, S., and Rutkowski, E. (2021). The gaming industry of Poland - Report 2021. PARP.
  • Niemczyk, J. (2020). Ewolucja strategii KGHM Polska Miedź SA a ewolucja podejść do strategii. Prace Naukowe Uniwersytetu Ekonomicznego we Wrocławiu, (64), 29-50.
  • Niemczyk, J., (2013). Strategia. Od planu do sieci. Wrocław: Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu.
  • Niemczyk, J., and Jurczyk, J. (2020). Strategie wyższych uczelni w Polsce. Perspektywa podejść do strategii. Prace Naukowe Wałbrzyskiej Wyższej Szkoły Zarządzania Przedsiębiorczości, 49, 193-216.
  • Niemczyk, J., Trzaska, R., Borowski, K., and Karolczak, P. (2019). Scalability 4.0 as economic rent in Industry 4.0. Transformations in Business & Economics, 18, 824-838.
  • Nordin, F., Ravald, A., Möller, K., and Mohr, J. (2017). Network management in emergent high-tech business contexts: Critical capabilities and activities. Industrial Marketing Management, 74. https://doi.org/10.1016/j.indmarman.2017.09.024
  • Oculus Quest 2 headset revenue worldwide from 4th quarter 2020 to 1st quarter 2021. (2021). Statista.
  • Orlosky, J., Kiyokawa, K., and Takemura, H. (2017). Virtual and augmented reality on the 5G highway. Journal of Information Processing, 25, 133-141.
  • Overall leading eSports players from South Korea as of March 2022, by total prize money earned. (2022). Statista.
  • Petite, S., and Lennox, J. (2022). All cross-platform games (PS5, Xbox Series X, PS4, Xbox One, Switch, PC). Digital trends. Retrieved April 21, 2022 from https://www.digitaltrends.com/gaming/ all-cross-platform-games/
  • Piekarski, B. (2021). Ten Square Games reports results after Q1 2021. Ten Square Games.
  • Porter M. E., (1980). Competitive strategy: Techniques for analyzing industries and competitors. New York: Free Press.
  • Reed, C. (2022). Dying light 2 stay human: Here's what comes in each edition. IGN.
  • Reer, F., Wehden, L.-O., Janzik, R., Tang, W. Y., and Quandt, T. (2022). Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction. Computers in Human Behavior, 132, 107242. https://doi.org/10.1016/j.chb.2022.107242
  • Sang-Hun, C. (2021). Inside the 'deadly serious' world of e-sports in South Korea. NY Times.
  • Scolari, C. A., Pires, F., and Masanet, M. -J. (2022). Gamers never play alone: An interface-centred analysis of online video gaming. First Monday, 27. https://doi.org/10.5210/fm.v27i1.11623
  • Share of South Koreans playing games from 2015 to 2021. (2022). Statista.
  • Singh, S. (2021). 'The Medium' turns a profit less than a week after release. NME.
  • Smith, R. (2021). Ghostrunner reaches $8.2 Million in sales, 505 games confirms control and bloodstained continue to sell well. PlayStation Lifestyle.
  • South Korea video game market & forecast, by category (mobile, download, online games, gaming networks), users, age group, gender, income, company analysis. (2020). Renub Research.
  • So-yeon. (2021). NCsoft's “Lineage W” ranks first in sales on Google Play. Korea IT Times.
  • Steinberg, S. (2007). Videogame marketing and PR. iUniverse.
  • Sue, J. (2019). South Korea is a mobile gaming haven - even for Western studios. Venture Beat.
  • Take-two interactive software, Inc. (Investor presentation), 2021.
  • The Fountain Group. Raymond James. (2021). Activision blizzard: A leader in interactive entertainment.
  • Tomaselli, F. C., Di Serio, L. C., and De Oliveira, L. H. (2008). Value Chain Management and Competitive Strategy in the Home Video Game Industry (POMS 19th Annual Conference La Jolla, California, USA).
  • US Video Gaming Industry in 2022: Gaming devices & video game content viewership trends (2021). Insider Intelligence.
  • Value of the global video games market from 2012 to 2021. (2021). Statista.
  • Video gaming in the United States - statistics & facts (2022). Statista.
  • Walker, S. (2022). Customer service in gaming industry: Importance and challenges. News Media Services.
  • White, M. (2013). Game over? Why video-game-console sales are plummeting. Time Magazine.
  • Williams, W. (2018). Video game development strategies for creating successful cognitively challenging games (Doctoral thesis). Walden University.
  • Yun-Hwan, C. (2020). S. Korea becomes the latest battleground for console wars. Yonhap News Agency.

Document Type

Publication order reference

Identifiers

Biblioteka Nauki
2179630

YADDA identifier

bwmeta1.element.ojs-doi-10_15611_ie_2022_1_04
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.