Service withdrawal: The uncertain future of the games-as-a-service model

IF 2.4 2区 文学 Q1 COMMUNICATION
Louis-Etienne Dubois, Alex Chalk
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引用次数: 0

Abstract

The last decade has seen a rapid growth of service-based offerings – also known as Game-as-a-Service or GaaS – in the video game industry, among which are some of the most popular franchises, such as Fortnite or League of Legends. Yet, even though these games are designed to be played and supported for an indefinite period of time, many studios have recently chosen to curtail services after introducing them, making for unclear outlooks on the future of this business model. Hence, based on secondary sources – including company documents, industry press and dedicated player forums – this multiple case study sets out to investigate the reasons behind studios’ decision to discontinue parts of five popular GaaS. Three main motives for withdrawing services emerge from the cases. Namely, rather than supporting services, studios decide to (1) attend to the company, to (2) attend to players and (3) to attend to the core product itself. The results contribute to the nascent GaaS literature, in particular with respect to business models and product-life cycle considerations. Implications for studios are offered in closing.
服务退出:游戏即服务模式前途未卜
过去十年间,基于服务的产品(也称为 "游戏即服务 "或 "GaaS")在视频游戏行业迅速发展,其中包括一些最受欢迎的特许经营游戏,如《堡垒之夜》或《英雄联盟》。然而,尽管这些游戏被设计为可以无限期地玩耍和支持,但最近许多工作室在推出这些游戏后却选择了减少服务,这使得这种商业模式的未来前景并不明朗。因此,基于二手资料(包括公司文件、行业媒体和专门的玩家论坛),本多重案例研究旨在调查工作室决定终止五款流行的 GaaS 部分服务背后的原因。从这些案例中可以看出,撤销服务的动机主要有三个。即,工作室决定(1)关注公司,(2)关注玩家,(3)关注核心产品本身,而不是支持服务。研究结果为新兴的 GaaS 文献做出了贡献,尤其是在商业模式和产品生命周期方面。最后提出了对工作室的启示。
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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来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
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