数字化改变游戏规则:瑞典电子游戏产业研究

M. Farhana, Daniel Swietlicki
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引用次数: 0

摘要

本研究的目的是扩展对电子游戏零售商使用在线和实体店的商业模式的理解。它侧重于数字化对零售业的影响,考虑到零售商和消费者等不同的参与者。这是一个基于演绎推理的定性多案例研究。在瑞典电子游戏行业中,有两家实体零售商的案例已经与消费者的反馈一起得到了考虑。在线个人访谈和半结构化访谈分别针对零售商和消费者进行。我们使用了第一手和第二手数据。调查结果显示,电子游戏零售商需要通过奖励和其他活动来创造价值,改变形式和销售策略,通过定价来吸引新客户,并专注于在线商店的前端设计,以传达可信度。它为正在努力在行业中采用数字化转型的零售商提供了一些有见地的实用建议。作者基于Sorescu et al.(2011)的零售商业模式和实证研究结果提出的研究模型,有助于从零售商的角度研究商业模式的较少探索领域。此外,它为特定行业的研究增加了价值,比如瑞典的电子游戏行业考虑到所有参与者,这被认为是稀缺的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digitalization as a Game-Changer: A Study on Swedish Video Game Industry
The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used. Findings show that video game retailers need to encourage engagement through incentives and other activities to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness. It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contributes in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
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