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2014 | OriginalPaper | Chapter

13. Geschäftsmodell-Stretching als Reaktion auf Veränderung der Branchenwertschöpfungskette in der Games-Industrie

Authors : Martin Kamprath, Leonid Glukhovskiy

Published in: Kompendium Geschäftsmodell-Innovation

Publisher: Springer Fachmedien Wiesbaden

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Zusammenfassung

Mit einer Einzelfallstudie analysieren wir den bisher wenig systematisch untersuchten Zusammenhang der externen Geschäftsmodell-Umwelt, in Form der veränderten Branchenwertschöpfungskette, und deren Wirkung auf das Geschäftsmodell von nicht-trivialen Produkten (technologische, ästhetische und unterhaltende Komponenten). Dazu untersuchen wir die Geschäftsmodellveränderungen eines etablierten Games-Entwicklers in einer Transitionsphase. Die Games-Branche ist ein interessantes Beispiel, weil es kaum eine Branche gibt, die sich innerhalb von so wenigen Jahren von einem Nischenmarkt, mit dem Klischee nur Produkte für Jugendliche und „Nerds“ zu produzieren, hin zu einem Massenmarkt emanzipiert hat, der selbst für die größten IT-Unternehmen der Welt ein entscheidender direkter oder indirekter Erfolgsfaktor geworden ist. Die durch die Digitalisierung entstandenen technologischen und nicht-technologischen Innovationen haben zu einer Explosion von neuen Geschäftsmodelltypen im Games-Markt geführt, die wiederum zu neuen Nutzerverhalten, neuen Endgeräten, neuen Geschmäckern und neuen Zielgruppen führten – und ein Ende dieser (R)Evolution wird noch nicht gesehen. Wir identifizieren die neue Wertschöpfungskette im Games-Bereich und beschreiben das Zusammenspiel von Branchen- und Geschäftsmodellveränderungen, um anschließen das Konzept des Geschäftsmodell-Stretching zu entwickeln. Die Analyse soll skizzieren, wie sich sektorale Umbrüche aus Perspektive eines Unternehmens in dessen Praktiken widerspiegeln, das Geschäftsmodell durch Ausdehnung (Stretching) an neue Stufen der Wertschöpfungskette schrittweise anzupassen.

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Footnotes
1
Da das Business Model Canvas bereits im Grundlagenkapitel vorgestellt wurde, verzichten wir auf eine detaillierte Beschreibung der Komponenten.
 
2
Post Mortems sind meist vom Game-Producer abgedruckte Berichte über abgeschlossene Produktionen, die öffentlich in Fachzeitschriften publiziert werden und das Ziel verfolgen, Wissen und Gelerntes in die Entwickler-Gemeinschaft weiterzugeben.
 
3
In Anlehnung an O’Mahony und Becky (2006).
 
4
Der Begriff ist angelehnt an den Begriff Stretchwork, der beschreibt, wie sich individuelle Fähigkeiten von Angestellten in der Filmproduktion oder im IT-Bereich erweitern oder weiterentwickeln (O’Mahony und Becky 2006).
 
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Metadata
Title
Geschäftsmodell-Stretching als Reaktion auf Veränderung der Branchenwertschöpfungskette in der Games-Industrie
Authors
Martin Kamprath
Leonid Glukhovskiy
Copyright Year
2014
DOI
https://doi.org/10.1007/978-3-658-04459-6_13