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Innovate or game over? Examining effects of product innovativeness on video game success
In recent years, the video game industry has invested significant amounts in the development of innovative elements for its products. However, it is still subject to debate whether these R&D investments always pay off. While prior research has confirmed that enhancing product innovativeness incr...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8886200/ https://www.ncbi.nlm.nih.gov/pubmed/35602113 http://dx.doi.org/10.1007/s12525-022-00521-7 |
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author | Handrich, Franziska Heidenreich, Sven Kraemer, Tobias |
author_facet | Handrich, Franziska Heidenreich, Sven Kraemer, Tobias |
author_sort | Handrich, Franziska |
collection | PubMed |
description | In recent years, the video game industry has invested significant amounts in the development of innovative elements for its products. However, it is still subject to debate whether these R&D investments always pay off. While prior research has confirmed that enhancing product innovativeness increases business performance in certain industries, corresponding findings for the video game market are lacking. This might be a result of missing theoretical conceptualizations and adequate empirical operationalizations of game innovativeness. Addressing this research gap, this study provides the first conceptualization and operationalization of game innovativeness, shedding first light on its performance effects. Based on longitudinal data on 351 computer games, our findings confirm that innovations in the game’s presentation and principle enhance short-term success, whereas innovations in a game’s storyline can be more of a hindrance than a godsend for companies. However, our results also show that performance effects of game innovativeness diminish over time. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s12525-022-00521-7. |
format | Online Article Text |
id | pubmed-8886200 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-88862002022-03-01 Innovate or game over? Examining effects of product innovativeness on video game success Handrich, Franziska Heidenreich, Sven Kraemer, Tobias Electron Mark Research Paper In recent years, the video game industry has invested significant amounts in the development of innovative elements for its products. However, it is still subject to debate whether these R&D investments always pay off. While prior research has confirmed that enhancing product innovativeness increases business performance in certain industries, corresponding findings for the video game market are lacking. This might be a result of missing theoretical conceptualizations and adequate empirical operationalizations of game innovativeness. Addressing this research gap, this study provides the first conceptualization and operationalization of game innovativeness, shedding first light on its performance effects. Based on longitudinal data on 351 computer games, our findings confirm that innovations in the game’s presentation and principle enhance short-term success, whereas innovations in a game’s storyline can be more of a hindrance than a godsend for companies. However, our results also show that performance effects of game innovativeness diminish over time. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s12525-022-00521-7. Springer Berlin Heidelberg 2022-03-01 2022 /pmc/articles/PMC8886200/ /pubmed/35602113 http://dx.doi.org/10.1007/s12525-022-00521-7 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Research Paper Handrich, Franziska Heidenreich, Sven Kraemer, Tobias Innovate or game over? Examining effects of product innovativeness on video game success |
title | Innovate or game over? Examining effects of product innovativeness on video game success |
title_full | Innovate or game over? Examining effects of product innovativeness on video game success |
title_fullStr | Innovate or game over? Examining effects of product innovativeness on video game success |
title_full_unstemmed | Innovate or game over? Examining effects of product innovativeness on video game success |
title_short | Innovate or game over? Examining effects of product innovativeness on video game success |
title_sort | innovate or game over? examining effects of product innovativeness on video game success |
topic | Research Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8886200/ https://www.ncbi.nlm.nih.gov/pubmed/35602113 http://dx.doi.org/10.1007/s12525-022-00521-7 |
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