Gaming As a Service (Gaas)

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Gaming As a Service (Gaas) Gaming as a Service (GaaS) Investigating if GaaS is a business model or strategy, the potential definition and design and its long- term strategic impact by Timothy Guiney and Ning Xu June 2019 Master’s Programme in International Strategic Management, BUSN09 Degree Project Word Count: 23009 Supervisor: Devrim Göktepe-Hultén Abstract Gaming as a Service is not defined in existing research. The lack of a formal definition leads to an ambiguity betWeen its function as a business model and the long-term strategy of the firm. The purpose and aim of this study is to investigate the definition of GaaS business model, distinguishing its function from the strategy. Furthermore, the key components of the model are established based on those identified by previous scholars. To investigate this, a qualitative research approach was chosen and a multiple case study of four companies engaged in the development of video games was conducted. The analysis of the findings was further verified through secondary data collection. The data collected from four in-depth intervieWs were analysed and combined to compare and contrast the findings from the selected case companies. The empirical findings suggest that the essence of the GaaS business model is to capture customer value and achieve a long-term relationship with the user community. The components of this model are identified with the purpose of delivering the value. Hence, Gaming as a Service is a value centric business model separate from strategy. Moreover, one can conclude that the strategic impact of GaaS could be influenced and developed by further technology innovation in the video game industry. Keywords: Strategic management, Business Model Innovation, Video Game Industry, Gaming as a Service, Business Model Design, Business Model Components, Business model for technology, GaaS i Acknowledgements We want to thank everyone who supported and made contributions to our thesis during the period of writing. The comments, suggestions, inspirations and creative opinions provided are much appreciated. Firstly, we would like to express our sincere gratitude to our thesis supervisor Devrim Göktepe-Hultén, for her guidance, support and advice throughout the thesis process. Secondly, we would like to express our sincerest gratitude to Andreas Johnsson, David Polfeldt, Qiyue Hao and Dennis Brannvall for taking their time and effort to contribute to our research. Thirdly we would like to thank Matts Kärreman for his support throughout the ISM programme. Finally, we would like to extend our gratitude to friends and family for the support shown during the thesis writing process. ii Table of Contents 1 Introduction ...................................................................................................................... 1 1.1 Hybrid model in the video game industry .................................................................. 1 1.2 Video game background and initial business models ................................................ 2 1.3 Gaming as a Service (GaaS) in gaming industry ....................................................... 4 1.3.1 Enabling Technology and GaaS Methods .............................................................. 5 1.3.2 Development of GaaS methods .............................................................................. 5 1.3.3 GaaS and the impact for consumers and organizations .......................................... 6 1.4 Aims, Objectives and Problem Statement .................................................................. 8 1.5 Research Purpose and Research Questions ................................................................ 9 1.6 Research Limitations ................................................................................................ 10 2 Literature Review ........................................................................................................... 12 2.1 Business Model and Strategy ................................................................................... 12 2.2 Business model Definitions ...................................................................................... 14 2.3 Business Model Design and Components ................................................................ 19 2.4 Business Model Innovation ...................................................................................... 30 2.5 Business models and Technology ............................................................................ 33 2.6 Summary of Literature ............................................................................................. 35 3 Methodology ................................................................................................................... 36 3.1 Research Approach .................................................................................................. 36 3.2 Research Design ....................................................................................................... 37 3.2.1 Case Design .......................................................................................................... 37 3.2.2 Data Collection Method ....................................................................................... 38 3.2.3 Data Collection ..................................................................................................... 38 3.2.4 Case selection ....................................................................................................... 39 3.3 IntervieW design ....................................................................................................... 40 3.4 Data Analysis ........................................................................................................... 41 3.5 Validity and Reliability ............................................................................................ 41 3.6 Ethical considerations .............................................................................................. 42 4 Empirical Findings ......................................................................................................... 43 4.1 Secondary Data Collection ....................................................................................... 43 4.2 Multiple Case analysis ............................................................................................. 46 4.2.1 Case company overvieW ....................................................................................... 48 4.2.2 Definitions of Gaming as a Service ...................................................................... 50 iii 4.2.3 Business models and strategic choices ................................................................. 53 4.2.4 Opinions on GaaS ................................................................................................. 59 4.2.5 Long term developments and impact of GaaS ..................................................... 63 5 Discussion and Conclusion ............................................................................................ 68 5.1 Distinguishing GaaS business model and Strategy .................................................. 68 5.2 The key components of Gaming as a Service .......................................................... 70 5.2.1 Customer value proposition ................................................................................. 70 5.2.2 Profit formula ....................................................................................................... 71 5.2.3 Key resources ....................................................................................................... 72 5.2.4 Key processes ....................................................................................................... 73 5.3 Conceptual definition of Gaming as a Service ......................................................... 74 5.4 Impact and development of the GaaS business model ............................................. 75 6 Conclusion ....................................................................................................................... 77 Reference ................................................................................................................................. 78 Appendix A ............................................................................................................................. 84 Appendix B .............................................................................................................................. 86 iv List of Tables Table 1: Definitions of scholars mentioned in literature section 2.2 (pg. 18) Table 2: Components of the business model (pg. 23) Table 3: Gaming revenue of leading public companies worldwide from 2014 to 2017 (pg. 44) Table 4: Case companies overvieW (pg. 47) Table 5: Definitions of GaaS provided from the four case companies (pg. 52) Table 6: Business Model and Strategic Focus of case companies (pg.58) Table 7: Summary of opinions on GaaS from case study (pg.62) v List of Figures Figure 1: The evolution of business model (pg. 19) Figure 2: Value of the global video market from 2012 to 2019 (pg.44) vi 1 Introduction In the following chapter, the hybrid model betWeen product and services is introduced. Secondly, the background of video games and initial business models is illustrated. Thirdly the topic of our study, Gaming as a Service is explained in detail. An overvieW of the research problem is presented with the purpose of the research. Furthermore, the research
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