Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry

Darshan Yadav, D. Long, Beshoy Morkos, S. Ferguson
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引用次数: 4

Abstract

A widely held belief among design practitioners is that an ideal design solution is the one that meets all the requirements while minimizing surplus cost incurred by exceeding requirements. In this research, we challenge this notion by exploring if providing design “excess”, the ability of a solution to exceed certain requirements, can increase the value of a solution to its end users. A case study is performed in the video game industry to explore if design excess is prevalent and its impact on the industry. This study is performed by examining various PC builds (budget, mid-range, and high-end dream) and gaming consoles (Microsoft Xbox and Sony PlayStation) over an 18-year period. Based on a thorough investigation of video game requirements and capacity of different hardware, we find that design excess has existed in computer hardware and is intentionally used as a design property. The results indicate that mid-range solution provide the greatest value to its customers. Further, PC excess based value is adjusted during years when consoles are released. Using measurements of excess, this study also reveals a shift in technology push versus pull that occurs during the mid-2000s and is observable through the lens of system excess.
估算过剩价值:游戏电脑、主机和视频游戏产业的案例研究
设计从业者普遍认为,理想的设计方案是在满足所有需求的同时,最大限度地减少因超出需求而产生的剩余成本。在本研究中,我们通过探索提供设计“过剩”,即解决方案超越特定需求的能力,是否可以增加解决方案对其最终用户的价值,来挑战这一概念。本文以电子游戏行业为例,探讨过度设计是否普遍存在及其对行业的影响。这项研究是通过在18年的时间里检查各种PC(廉价、中档和高端梦想)和游戏机(微软Xbox和索尼PlayStation)来完成的。通过对不同硬件的电子游戏需求和容量的深入调查,我们发现设计过剩在计算机硬件中已经存在,并且被有意地用作一种设计属性。结果表明,中端解决方案为客户提供了最大的价值。此外,PC超额基础值在主机发布的年份中进行调整。通过对过剩的测量,本研究还揭示了在2000年代中期发生的技术推动与拉动的转变,并且可以通过系统过剩的角度观察到。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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