A new business model for massively multiplayer online games


















To browse Academia. Log in with Facebook Log in with Google. Remember me on this computer. Enter the email address you signed up with and we'll email you a reset link.

Need an account? Click here to sign up. Download Free PDF. Licinio Roque. Tiago Alves. A short summary of this paper. Download Download PDF. Translate PDF. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility.

When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

Since then, the concept of an online virtual world where players experience the game together with other players has been much explored. The simple command line has been replaced by stunning 3D graphics, the text commands by other modes of interaction and the plots have evolved.

Their approaches include integrating the virtual in-game business with the business model of the underlying platform and giving the player the possibility to create their own content. Two aspects frequently considered when talking about sustainability in MMOG are longevity of gameplay and the scalability of the infrastructure. These are very hard goals to achieve in any kind of game experience. There seems to be a common understanding on what a game needs to be played for a long time longevity : a good gameplay experience and enough content to sustain it.

Detailing these aspects well enough to predict gameplay sustainability and understand how to implement each game is a much harder problem. The mechanism that enables this is the business model. Analyzing current MMOG business models we find that there is still much to explore in order to achieve business sustainability. With this article we intend to contribute to new insights on business modeling by mapping them as value creating systems.

Our goal is to understand how the different activities and parties interact, while showing the different value flows across a network of activities. The authors test their assumptions while attempting to synthesize business models, current and new, that could underlie the development of infrastructures for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the producer-consumer roles traditional in this industry.

In spite of being presented mainly as a proof of concept, this article is useful for those studying or building new business models, since this approach is more sensible to social and technological aspects of digital economies.

Business Modeling The state-of-the-art in business models is still in a divergent state. There are many authors elaborating different proposals, each one with its own ontology a framework consisting of concepts and definitions. With this framework they map several approaches by different authors. We will resort to this framework to locate our proposal in current literature.

Our main contribution to business modeling in this paper is the use of a conceptual and representational approach based on the Value Net. The Value Net methodology Parolini, is based on the use of concepts such as business entities, activity systems and value flows, to map value networks at the level of value-producing and value-consuming activities, within and across business boundaries. Value Nets can be used to design or describe a business model, in a manner consistent with the state of the art in business modeling, as shown next.

They consider that the business logic is formed in three levels: business strategy, business model and business processes. Therefore, the business strategy is conceptually and architecturally implemented by the business model, which in turn will be operationally implemented by business processes.

This definition helps to delimit the concept and concerns of a business model, complementing the one given by Timmers. The business model designed with a Value Net defines an implementation of a strategy without detailing operational aspects. Their ontology is based in four main pillars: product innovation, infrastructure management, costumer relationship and financial aspects, each one divided into sub-components.

The concepts used in the Value Net enable us to study the business model in the full extent of this ontology, yet the value network does not explicitly separate these business concerns, leaving such a decision for the modeler. We can map all activities on the same network, marking their nature and the actors involved, resulting in a holistic model of business related activities, internal and environmental. In addition, we think the concepts used by these authors can be mapped with those of the Value Net, enabling the application of their work towards model evaluation.

The Value Net We were initially prompted to analyze MMOG Value Creating Systems VCS from the perspective of value networks because in these business models we can have a somewhat complex network of value flows and forms of value, involving more parties than just the game producer and the player, that influence each other in many ways.

Value Chains describe a worldview of VCS as chains of suppliers, firms and clients, and where value is instantiated through products and services that flow towards their clients.

This simplification is completely off tune with the dynamics and uncertainty of several business environments, and especially those we wish to study. In addition, value networks seemed more adapted to consider social aspects of the business, since it is almost a direct translation of a social activity system into a business model.

Individual company Realization activities: activities aimed at the creation of virtual content and their transportation in the Internet. Support activities with dashed outline : activities aimed at improving other activities, but do not intervene in the production of individual virtual content. This latter issue is addressed by Pi- types. This is due to the very high computational comple- cone et al. Thus, for enforcing the opera- ters characterising the clients and the pricing models.

The new detailed subscription pricing plan incentive for the entertainment industry to migrate from the is presented in Table 8. Such attempts are currently emerging from the in- 5.

Glinka et al. RTF: A real-time framework for otoy. In ges. ACM, Holthe, O. Mogstad, and L. In ters to privately owned Cloud resources. ISBN Keck and RackSpace. Cloud hosting provider nes with minimal resources. There is also a similar approach hardware benchmarks. May Lee and K. Is server consolidation 6. A case study of World of Computational Clouds remain highly specialised techno- Warcraft.

The proposed research is unusual compared [10] L. Robust resource allocation in with previous academic research projects by addressing a a massive multiplayer online gaming environment.

In new class of applications that appeal to the public for leisu- 4th International Conference on Foundations of re reasons. Middleton, M. Surridge, B. Nasser, and X. Bipartite electronic SLA as a business framework to We proposed a new business model of hosting and opera- support cross-organization load management of ting MMOGs consisting of four main actors, clients, game real-time online applications.

Nae, A. Iosup, and R. Dynamic resource MMOG servers based on the dynamic client load. We ha- provisioning in massively multiplayer online games. Through si- [13] V.

Iosup, R. Prodan, and T. The mulations using trace data collected from one of the lar- impact of virtualization on the performance of gest MMOGs on the market, we demonstrated that our massively multiplayer online games. Pricing models and motivations for MMO me purchase prices, overheads and taxation, while providing play.

Furthermore, we have shown that our the Digital Games Research Association approach is capable of operating next generation very high- Conference, pages —, Tokyo, September Oh and T. Game design on item-selling based in the subscription price. In future work we intend to study payment model in Korean online games. Ostermann, A. Iosup, N. Yigitbasi, R. Prodan, [1] T. Alves and L. Using value nets to map T. Fahringer, and D.

Andersson and et. On the alignment of goal [17] M. Picone, S. Sebastio, S. Cagnoni, and M. MMOGs with intelligent cheater detection. MMOs use well designed heads-up displays that combine data analysis with group collaboration capabilities.

This is illustrated below in screenshots showing two of the heads-up displays used by players flying spaceships in a battle. Note how they use moving 3D displays to present information from real-time data feeds provided by the game. In addition to the moving 3D displays in the center of the screens, notice the other information shown around the edges of the screens.

There are dials and readouts with relevant data, and thumbnail displays showing their status and the actions of other players they are collaborating with. To supplement these visual displays, players also communicate with each other moment to moment using text messages via chat features and Internet-based voice messages that can be directed to individual players or the entire group through headphones and microphones.

What makes MMO games engaging and interesting to players often can be boiled down to entanglement and immersion.



0コメント

  • 1000 / 1000