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Mobile gaming: Industry challenges and policy implications
8 references·13 citing·47 second hop
Mobile gaming: Industry challenges and policy implications (2012)Mobile gaming: Industry challenges and po…Challenges and business models for mobile location-based services and advertising (2011)Challenges and business model…Mobile application market: A developer’s perspective (2010)Mobile application market: A …Business Model Generation : A Handbook for Visionaries, Game Changers, and Challengers (2010)Business Model Generation : A…Mobile Service Innovation and Business Models (2008)Mobile Service Innovation and…Conceptualizing the STOF Model (2008)Conceptualizing the STOF ModelSerious Games : An Overview (2007)Serious Games : An OverviewOpen Innovation: A New Paradigm for Understanding Industrial Innovation (2006)Open Innovation: A New Paradi…Open innovation : researching a new paradigm (2006)Open innovation : researching…Pricing and quality decisions in virtual product supply chains with information sharing (2022)Pricing and quality decisions…Innovative Mobile Technology in Hotels and the Use of Gamification (2022)Innovative Mobile Technology …Mobile Gaming Production Networks, Platform Business Groups, and the Market Power of China’s Tencent (2021)Mobile Gaming Production Netw…Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation (2021)Business model innovation in …The effect of risk tolerance in mobile game supply chain pricing and effort decisions (2020)The effect of risk tolerance …Information Sharing in an Online Game Supply Chain (2020)Information Sharing in an Onl…Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective (2017)Unraveling Platform Strategie…What drives in-app purchase intention for mobile games? 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(2003)Principles and Practice of Structural Equation Modeling (2012)Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features (2018)"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)Marketing research on Mobile apps: past, present and future (2021)The role of the business model in capturing value from innovation: evidence from Xerox Corporation's technology spin-off companies (2002)The business model ontology a proposition in a design science approach (2004)Clarifying Business Models: Origins, Present, and Future of the Concept (2005)A literature and practice review to develop sustainable business model archetypes (2013)Business models and dynamic capabilities (2017)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Open innovation in SMEs: Trends, motives and management challenges (2008)How open is innovation? (2010)Organizing for Innovation in the Digitized World (2012)Business model stress testing: A practical approach to test the robustness of a business model (2017)Business continuity of business models: Evaluating the resilience of business models for contingencies (2019)Sustainable business model innovation: The role of boundary work for multi-stakeholder alignment (2019)Conceptualising Business Models: Definitions, Frameworks and Classifications (2014)The business model dilemma of technology shifts (2014)Toward a new era of cooperation: How industrial digital platforms transform business models in Industry 4.0 (2022)
this work references cited by second hop

References

  • 2010Business Model Generation : A Handbook for Visionaries, Game Changers, and Challengers6,880 cited
  • 2006Open innovation : researching a new paradigm3,334 cited
  • 2006Open Innovation: A New Paradigm for Understanding Industrial Innovation1,477 cited
  • 2007Serious Games : An Overview946 cited
  • 2008Mobile Service Innovation and Business Models366 cited
  • 2011Challenges and business models for mobile location-based services and advertising331 cited
  • 2010Mobile application market: A developer’s perspective260 cited
  • 2008Conceptualizing the STOF Model96 cited

Cited by

  • 2016What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty326 cited
  • 2015Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form146 cited
  • 2017Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective86 cited
  • 2013The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy79 cited
  • 2021Mobile Gaming Production Networks, Platform Business Groups, and the Market Power of China’s Tencent60 cited
  • 2021Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation

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56 cited
  • 2022Innovative Mobile Technology in Hotels and the Use of Gamification41 cited
  • 2016Knowledge discovery of game design features by mining user-generated feedback41 cited
  • 2022Pricing and quality decisions in virtual product supply chains with information sharing27 cited
  • 2020Information Sharing in an Online Game Supply Chain23 cited
  • 2020The effect of risk tolerance in mobile game supply chain pricing and effort decisions22 cited
  • 2013Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance Intention21 cited
  • 2014Analysing m-commerce research: technology, applications and research themes13 cited