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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...

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Detalles Bibliográficos
Autores principales: Handrich, Franziska, Heidenreich, Sven, Kraemer, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Berlin Heidelberg 2022
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.
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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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