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Business model innovation in cultural and creative industries: Insights from three leading mobile gaming firms

机译:文化创意产业的商业模式创新:三个领先的移动游戏公司的见解

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This paper contains an exploratory analysis of the business model innovations (BMIs) that firms in cultural and creative industries (CCIs) undertake along their life-cycle. Despite the role that creative and cultural and creative firms (CCFs) have in the economic development of industrialised countries, they tend to remain small and often fail due to industry-specific constraints and tensions, such as the lack of managerial capabilities and complexity in nurturing value chain relationships. However, there has been relatively limited scholarly interest into the specific conditions and processes that enabled CCFs to overcome these liabilities, and in particular into the identification of the business models they have adopted along their life-cycle. In this paper, this issue is analysed by using the concept of BMI, which sheds light on how the reconfiguration of the activity system through which a CCF creates, delivers and captures value enables the exploitation of entrepreneurial opportunities over time. This paper builds on an in-depth historical study of three leading firms operating in the mobile gaming industry, namely Rovio, Zynga and King Digital Entertainment. Three main results emerge from this study. First, in the ramp-up phase of their life-cycle, CCFs organize their resource architecture to build a strong and recognized reputation. Second, in the development phase, BMI is used to leverage new distribution paradigms. Finally, in the maturity phase, firms dedicate resources to innovate their product portfolios by providing platforms that support the development and testing of new creative ideas and solutions. Findings and implications are then discussed.
机译:本文载有文化和创意产业(CCIS)沿着生命周期进行的企业的商业模式创新(BMI)的探索性分析。尽管创造性和文化公司(CCFS)在工业化国家的经济发展中具有作用,但由于行业特定的限制和紧张局势,它们往往仍然很小,并且往往不会失败,例如缺乏管理能力和培养的复杂性价值链关系。然而,在使CCFS克服这些负债的特定条件和流程中,据特定条件和流程已经相对有限,特别是在他们沿着生命周期采用的商业模式的识别。在本文中,通过使用BMI的概念来分析此问题,该问题阐明了CCF创建,提供和捕获值的活动系统的重新配置如何,使得能够随着时间的推移开发企业家机会。本文建立了对移动游戏行业运营的三家领先企业的深入研究,即Rovio,Zynga和King Digital Entertainment。这项研究中出现了三个主要结果。首先,在其生命周期的增值阶段,CCFS组织其资源架构,以建立强大和认可的声誉。其次,在开发阶段,BMI用于利用新的分发范式。最后,在成熟期中,公司通过提供支持开发和测试新的创意和解决方案的平台来创新其产品组合的资源。然后讨论了调查结果和影响。

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