Abstract: Digitalization and emerging technologies have given rise to cybernized services ...
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Abstract: Digitalization and emerging technologies have given rise to cybernized services and a debate questioning the traditional Service-dominant logic (SDL) view of technology as a resource in service exchange. To date, little is known on the role of technology as a value co-creating (or co-destroying) actor in the context of services empowered by emerging technologies. Attaining an in-depth understanding of technology as an actor in cybernized service ecosystems is integral for practitioners and researchers alike to foster and investigate value co-creation in the sociotechnical interactions from the perspective of the involved human actors. To address this need, we unmask the technology actor by conducting a qualitative content analysis on in-depth laddering interviews with users of the Augmented Reality (AR) mobile game application Pokémon Go. Employing the Actor-Network Theory (ANT), we depict three emerging technology actor roles in service exchange and discuss their value cocreative/destructive implications to research and practice.
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Semantic filters:
cloud gaming
Topics:
participatory design mobile game mobile system value creation mobile application
Methods:
design methodology qualitative interview qualitative content analysis archival research personal interview
Theories:
actor network theory
Traditional vs Cloud-Based Services: A Game Theoretical Analysis
2021 | International Conference on Information Systems | Citations: 0
Authors: Dong, Yuan; Kumar, Subodha
Abstract: The cloud gaming service (e.g., Google Stadia) is an emerging business that de ...
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Abstract: The cloud gaming service (e.g., Google Stadia) is an emerging business that delivers game screen as streamed video to customers through the internet. Customers are endowed with the option of gaming on the cloud or staying with traditional consoles (e.g., Sony PlaySta tion). Hence, it becomes important for both the cloud gaming and console services to ana lyze the decisionmaking process of customers while optimizing their prices. Even though it is becoming an important problem for these service providers, it has not been analyzed rigorously in the literature. In this paper, we attempt to fill this important gap by analyz ing the competition between the cloud gaming and console services in a gametheoretical setting. Our results show that revenues of console service providers are not necessarily hurt if customers' valuation of the strengths of cloud services is higher. Besides, cloud gaming services do not always benefit from a higher percentage of core customers. 1 Traditional vs CloudBased Services AnalysisAmong the different types of cloudbased services, cloud computing and cloud storage markets are compar atively mature, and there have been a few studies in the literature that analyzed those. However, research in cloud gaming market is very rare and the competition of cloud gaming services with traditional services has not been analyzed. Cloud gaming is different with other cloud services in terms of targeting customers, competition situation, and so on. Thus, the model is very different. Our paper mainly focus on cloud gaming as one type of cloudbased services to address the critical gap. MotivationCloud gaming services target on tripleA (or AAA) games players. TripleA games are ones that require high budget, involve considerable teams working for months or years, of high quality, and designed to be blockbusters (Vicente 2020). Although customers always have preference on some games over the others, all tripleA games have their own groups of fans. These games require high performance devices to run. Cloud gaming services allow customers to run tripleA games on servers rather than on their own devices, so that people do not need to purchase their own high performance devices, which are consoles. Games that are optimized for lowend devices are out of our consideration, because these games do not need to be run on servers. Cloud gaming services do not include lowend games in their libraries. For console providers, they also build highperformance consoles targeting tripleA games. Therefore, cloud gaming service providers and console providers compete directly.Comparing with console gaming, the biggest benefit cloud gaming brings about is the flexibility and conve nience (Hoffman 2016). On the one hand, as mentioned in the former paragraph, cloud gaming frees the hardware requirement on consumers. With a portable lowend device, customers can be more flexible. They can play games at any places besides home. As a lowend device is usually light and small, customers can even game on the go. Besides, instead of gathering at a console owner's home, people can gather at any place to play games together. In general, cloud gaming eliminates the spatial restriction on where people can play games. On the other hand, games running on the cloud brings convenience to customers. They do not need to worry anything related to the software, such as downloading, updating, and compatibility issues. The cloud gaming service providers would make everything ready. Storage of the local hard disk is also no longer a limitation of how many games people can play.
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Semantic filters:
cloud gaming
Topics:
cloud gaming cloud computing software as a service service quality internet technology
Methods:
mathematical model
Business models and opportunity creation: How IT entrepreneurs create and develop business models under uncertainty
2016 | Information Systems Journal | Citations: 59
Authors: Ojala, Arto
Abstract: How can entrepreneurs develop business models for markets in which the technolog ...
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Abstract: How can entrepreneurs develop business models for markets in which the technology is constantly changing—or create business models for markets that do not exist? These are fundamental questions for information technology (IT) entrepreneurs, and for information systems (IS) scholars who seek to develop a theoretical understanding of business models. The case study presented in this paper addressed these questions, demonstrating how a small software firm developed its business model over a 15-year period in cloud gaming markets. Based on the empirical findings, a preliminary theoretical model is presented. The aim of the model is to increase scholarly understanding of how business models are created and developed in markets in which the future directions of a technology are uncertain. It demonstrates the ways in which a business model may evolve through reassessment and development phases, which can be seen as transition elements linking old and new business models.
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Semantic filters:
cloud gaming
Topics:
business model entrepreneurship lean start-up approach anonymity cloud gaming
Methods:
qualitative interview literature study case study personal interview theory development