Cultural Entrepreneurship in Der Videospielindustrie

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Cultural Entrepreneurship in Der Videospielindustrie Eingereicht von Sascha Naderer, BSc Angefertigt am Institut für Organisation und Globale Managementstudien Beurteiler / Beurteilerin a. Univ.-Prof. Dr. Robert Bauer Mitbetreuung Mag. Thomas Gegenhuber Cultural Mai 2017 Entrepreneurship in der Videospielindustrie Online Entrepreneurial Communication auf Game Development Blogs Masterarbeit zur Erlangung des akademischen Grades Master of Science im Masterstudium Webwissenschaften – Web Business & Economy JOHANNES KEPLER UNIVERSITÄT LINZ Altenberger Straße 69 4040 Linz, Österreich www.jku.at DVR 0093696 Eidesstattliche Erklärung Ich erkläre an Eides statt, dass ich die vorliegende Masterarbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt bzw. die wörtlich oder sinngemäß entnommenen Stellen als solche kenntlich gemacht habe. Die vorliegende Masterarbeit ist mit dem elektronisch übermittelten Textdokument identisch. Linz, 17. Mai 2017 2/124 Abstract Neuen Unternehmen mangelt es häufig an Vertrauen und somit Finanzierung. Um dem vorzubeugen, ist es hilfreich, Legitimität anhand symbolischer und narrativer Handlungen zu gewinnen. Im Zuge dieser Arbeit soll die Frage „Wie nutzen junge Unternehmen die crowdfunding-getriebene Einbindung von KundInnen, um sich am Markt zu etablieren?“ beantwortet werden. Um dies zu erreichen, wird die Außenkommunikation zweier Unternehmen aus der Videospielbranche, die ihr Erstprodukt via Crowdfunding finanziert haben, anhand deren Unternehmensblogs in Form von 540 Blogposts dokumentiert. Schließlich werden Bloginhalte anhand einer erarbeiteten Codestruktur gruppiert und ausgewertet. Zusätzlichen werden mehr als 18.000 Kommentare und 6.000 NutzerInnenbewertungen als anekdotische Unterstützung miteinbezogen, um die Legitimität der Unternehmen und die Produktbeliebtheit bewerten zu können. Dabei wird deutlich, dass die Voraussetzungen je nach Unternehmen unterschiedlich sind, sich zur Legitimitätsgewinnung allerdings deutliche Empfehlungen aussprechen lassen: In jedem Fall soll bereits früh die Management- und Teamqualität signalisiert werden, während die Produktqualität zwar auch anfangs bedeutend ist, später aber noch wichtiger wird. Die Mobilisierung der StakeholderInnen muss auf konstantem Level stattfinden, ihre Notwendigkeit ist aber während des Crowdfundings erhöht. TeilnehmerInnen des Crowdfundings erwarten eine langfristige Projektplanung, sowie eine regelmäßige, hochqualitative Konversation auf Augenhöhe mit Personen, die als Branchenexperten gelten. Sie möchten Transparenz bei Fehlern und aufrichtige Entschuldigungen bei gebrochenen Versprechen und fordern dabei Informationsexklusivität sowie den vollen Fokus auf das Hauptprojekt. Diese und weitere Ergebnisse sowie künftige Forschungsthemen werden angeführt und diskutiert. 3/124 Inhaltsverzeichnis Abstract ....................................................................................................................................... 3 1. Einleitung .............................................................................................................................. 8 2. Theoretischer Rahmen ......................................................................................................... 9 3. Empirischer Kontext ............................................................................................................ 12 Identitätsschaffung durch Corporate Blogs .................................................................. 12 Videospielindustrie ...................................................................................................... 13 3.2.1. Eine Einführung in die Videospiel-Geschichte .................................................. 14 3.2.1.1. Von Tennis For Two zu Space Invaders............................................. 16 3.2.1.2. Die Wiederbelebung der Spielkonsole und Aufstieg des Spiel-PCs .... 17 3.2.1.3. Piraterie als Triebwerk für Online-Spielplattformen ............................ 18 3.2.2. Der aktuelle PC-Spiel-Markt – ein Überblick ..................................................... 21 3.2.3. Alpha Funding und Early Access ...................................................................... 22 3.2.4. Crowdfunding als kollaborativer Finanzierungsanreiz ....................................... 25 4. Methode und Forschungsdesign ......................................................................................... 27 Fallbeispiel-Auswahl .................................................................................................... 28 4.1.1. Fallbeispiel: Harebrained Schemes .................................................................. 30 4.1.2. Fallbeispiel: Cliffhanger Productions ................................................................. 31 Untersuchungsphase ................................................................................................... 32 Analysephase .............................................................................................................. 33 5. Ergebnis & Analyse ............................................................................................................ 34 Identifizierung der Kommunikationsfokusse ................................................................. 37 5.1.1. Stakeholder-Engagement ................................................................................. 39 5.1.2. Stakeholder-Involvierung .................................................................................. 40 5.1.3. Signalisierung von Produktqualität .................................................................... 42 5.1.4. Signalisierung von Management- und Teamqualität ......................................... 47 5.1.5. Abgrenzung ...................................................................................................... 51 Die Geschichte von Harebrained Schemes ................................................................. 52 5.2.1. Chronologie ...................................................................................................... 53 5.2.1.1. Crowdfunding 1 .................................................................................. 53 5.2.1.1.a Ergebnisse in Zahlen ........................................................ 55 5.2.1.2. Weg zum Release 1 ........................................................................... 56 5.2.1.2.a Ergebnisse in Zahlen ........................................................ 60 5.2.1.3. Verkaufsphase 1 ................................................................................ 61 5.2.1.3.a Ergebnisse in Zahlen ........................................................ 62 4/124 5.2.1.4. Crowdfunding 2 .................................................................................. 63 5.2.1.4.a Ergebnisse in Zahlen ........................................................ 65 5.2.1.5. Weg zum Release 2 ........................................................................... 66 5.2.1.5.a Ergebnisse in Zahlen ........................................................ 67 5.2.1.6. Verkaufsphase 2 ................................................................................ 68 5.2.1.7. Weiterer Verlauf und Nachwirkung ..................................................... 68 5.2.2. Untersuchung der Kommunikationsfokusse ...................................................... 69 5.2.2.1. Stakeholder-Engagement .................................................................. 70 5.2.2.2. Stakeholder-Involvierung ................................................................... 71 5.2.2.3. Signalisierung von Produktqualität ..................................................... 72 5.2.2.4. Signalisierung von Management- und Teamqualität ........................... 74 Die Geschichte von Cliffhanger Productions ................................................................ 75 5.3.1. Chronologie ...................................................................................................... 76 5.3.1.1. Crowdfunding ..................................................................................... 76 5.3.1.1.a Ergebnisse in Zahlen ........................................................ 81 5.3.1.2. Weg zum Release .............................................................................. 81 5.3.1.2.a Ergebnisse in Zahlen ........................................................ 87 5.3.1.3. Verkaufsphase ................................................................................... 88 5.3.1.3.a Ergebnisse in Zahlen ........................................................ 95 5.3.1.4. Weiterer Verlauf und Nachwirkung ..................................................... 96 5.3.2. Untersuchung der Kommunikationsfokusse ...................................................... 97 5.3.2.1. Stakeholder-Engagement .................................................................. 98 5.3.2.2. Stakeholder-Involvierung ................................................................... 99 5.3.2.3. Signalisierung von Produktqualität ................................................... 100 5.3.2.4. Signalisierung von Management- und Teamqualität ......................... 101 6. Fazit.................................................................................................................................. 102 Harebrained Schemes ............................................................................................... 102 Cliffhanger Productions ............................................................................................
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