TY - JOUR
T1 - The multiplex of value creation and capture logics in the video game industry : An integrative review of 20 years of studies and a future research agenda
AU - Lehtonen, Miikka J.
AU - Gustafsson, Robin
AU - Hassan, Lobna
N1 - Funding Information:
The authors wish to thank Xia Liang for their help with initial data collection as well as Editor-in-Chief Mei-Chih Hu and the two anonymous reviewers for their guidance and support throughout the review process.
Publisher Copyright:
© 2023 Elsevier Inc.
PY - 2023/10
Y1 - 2023/10
N2 - With the development of digital devices, information and communication technology, and software, value creation and capture logics have evolved, and new ones have emerged. The video game industry has been a forerunner in this evolution. It has grown from an industry that revolved primarily around entertainment to one that engages game developers, users, spectators, and countless actors, becoming intertwined with many other entertainment and non-entertainment industries, such as education and health management. Although the economic importance of the video game industry has been rapidly increasing over the last two decades or so, research on value creation and capture in the video game industry has remained fragmented and predominantly based on transactional and static views. By addressing theoretical shortcomings and oversights in prior literature, this integrative review of 278 studies makes three key contributions. First, we highlight shortcomings in the current body of knowledge. Second, we craft an integrated framework of value creation and capture logics, which we have conceptualized as the multiplex of value creation logics. Third, we provide future research directions and perspectives on the future evolution of value creation and capture logics, both in and across markets and industry sectors.
AB - With the development of digital devices, information and communication technology, and software, value creation and capture logics have evolved, and new ones have emerged. The video game industry has been a forerunner in this evolution. It has grown from an industry that revolved primarily around entertainment to one that engages game developers, users, spectators, and countless actors, becoming intertwined with many other entertainment and non-entertainment industries, such as education and health management. Although the economic importance of the video game industry has been rapidly increasing over the last two decades or so, research on value creation and capture in the video game industry has remained fragmented and predominantly based on transactional and static views. By addressing theoretical shortcomings and oversights in prior literature, this integrative review of 278 studies makes three key contributions. First, we highlight shortcomings in the current body of knowledge. Second, we craft an integrated framework of value creation and capture logics, which we have conceptualized as the multiplex of value creation logics. Third, we provide future research directions and perspectives on the future evolution of value creation and capture logics, both in and across markets and industry sectors.
KW - Digitalization
KW - Game development
KW - Integrative literature review
KW - Value capture
KW - Value creation
KW - Video game industry
UR - http://www.scopus.com/inward/record.url?scp=85166485592&partnerID=8YFLogxK
U2 - 10.1016/j.techfore.2023.122756
DO - 10.1016/j.techfore.2023.122756
M3 - Article
AN - SCOPUS:85166485592
SN - 0040-1625
VL - 195
JO - Technological Forecasting and Social Change
JF - Technological Forecasting and Social Change
M1 - 122756
ER -