Changing the Rules of the Game

Changing the Rules of the Game
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改变游戏规则

DOI:
10.1057/9781137318411_3
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发表时间:
2013
期刊:
--
影响因子:
--
通讯作者:
White G
White G
中科院分区:
--
文献类型:
--
作者:
White G

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站在超市收银台排队,抓住最新的动视的使命召唤系列,并不是特别不寻常,因为数百万人在发射周做同样的事情。总的来说,我们在《使命召唤》发行后的一周内为4.9亿英镑的销售额做出了贡献。在一个“按需”已经意味着游戏触手可及的世界里,排队让人感觉不合时宜,任何类型、任何格式、任何平台。数字内容的消费者有很高的期望。消费者不再满足于必须去商业街购买货架上的实体产品,他们希望有更多的选择来扩展他们的体验。他们希望通过额外的内容或能够获得经验或物品来更快地完成游戏。消费者想单独玩,或与朋友或陌生人一起玩,合作或竞争,并准备支付。如果可以在网上做,为什么不能在控制台上做?随着为零售市场开发的游戏工作室逐渐意识到在线游戏开发商开创的商业模式的潜力,这种情况越来越多。然而,奇怪的是,一个自认为具有创新性和技术突破性的部门继续与旧世界的服务提供问题作斗争。零售商、发行商和开发商之间的关系因二手游戏销售问题上日益加剧的冲突而变得紧张。这一冲突导致电脑游戏开发部门的大部分部门设法缩短与消费者的联系,绕过中间商,同时保留更大比例的利润。这些发展的同谋是消费者,他们受益于比在线出版和购买更好的访问和更便宜的价格。
Standing in line at the supermarket checkout, clutching the latest in Activision’s Call of Duty series, is not particularly unusual as millions of people do the same during launch week. Collectively, we contribute to the£ 490 million of sales in the week following Call of Duty’s release. Standing in line feels anachronistic in a world where ‘on demand’has come to mean games at your fingertips, any genre, any format, any platform. Consumers of digital content have high expectations. No longer content with having to go to the high street to buy a physical product off the shelf, consumers expect to have the choice to extend their experience. They want to do so with additional content or be able to acquire experience or items that will allow for progression through the game more quickly. Consumers want to play alone or with friends or with strangers, cooperatively or competitively, and are prepared to pay. If it can be done online, then why can it not be done on the console? Increasingly, this is the case as games studios developing for the retail market are waking up to the potential of business models being pioneered by online games developers. However, it is strange that a sector that considers itself innovative and technologically ground-breaking continues to wrestle with old-world service delivery problems. Relations between retailers, publishers and developers have been strained by the growing conflict over the sale of pre-owned games. This conflict has resulted in large sections of the computer games development sector seeking ways to short-circuit the route to the consumer and circumvent intermediaries while retaining a larger proportion of the profit. Complicit in these developments are consumers who benefit from improved access and cheaper prices than online publishing and purchasing have delivered.
跨领域效应和临时社会领域:澳大利亚近期知识经济政策媒体化的案例研究
DOI: --
发表时间: 2005
期刊:
影响因子: --
作者:
S. Rawolle
通讯作者: S. Rawolle