Skip to main content

Business Growth, the Internet and Risk Management in the Computer Games Industry

  • Chapter
Changing the Rules of the Game

Abstract

According to Wasserman (2011) the growth of the Internet has transformed the software industry in a wide variety of ways. These include the creation of new business opportunities as well as significant impacts across software business processes such as software development, distribution and product support. This chapter examines one significant sub-sector of the software industry, the computer (or video) games industry, and focuses on the impact on games development companies of the opportunities created by developments in Internet and mobile technologies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Banks, M., Calvey, D., Owen, J. and Russell, D. (2002) Where the art is: defining and managing creativity in new media SMEs, Creativity and Innovation Management, 11: 251–60.

    Article  Google Scholar 

  • Barnes, S.J. (2002) The mobile commerce value chain: analysis and future developments, International Journal of Information Management, 22: 91–108.

    Article  Google Scholar 

  • Casualty Actuarial Society (2003) Overview of Enterprise Risk Management, Committee of the Casualty Actuarial Society: CAS.

    Google Scholar 

  • Edwards, T., Delbridge, R. and Munday, M. (2005) Understanding innovation in small and medium-sized enterprises: a process manifest, Technovation, 25: 1119–27.

    Article  Google Scholar 

  • Hotho, S. and Champion, K. (2011) Small businesses in the new creative industries: innovation as a people management challenge, Management Decision, 49(1): 29–54.

    Article  Google Scholar 

  • IFF Research (2008) The Impact of Online Trading, Research Report July 2008 for the Skills for Business Network.

    Google Scholar 

  • Johns, J. (2005) Video games production networks: value capture, power relations and embeddedness, Journal of Economic Geography, 6(2): 1–30.

    Google Scholar 

  • Lovell, N. (2010) Hubris, ambition and mismanagement: the first post-mortem of Realtime Worlds, Gamesbrief, http://www.gamesbrief.com/2010/08/hubris-ambition-and-mismanagement-the-first-post-mortem-of-realtime-worlds/.

    Google Scholar 

  • McGregor, N., White, G. and Farley, P. (2010) The University of Abertay Dundee and the games industry in Dundee: Case Study 5, in D. Docherty (ed.), The Fuse: Igniting High Growth for the Creative, Digital & Information Technology Industries in the UK, London: Council for Industry and Higher Education, p. 22.

    Google Scholar 

  • McGregor, N., White, G. and Farley, P. (2011) Successful industry-higher education collaboration: the Dundee games cluster and Abertay University, Paper presented at the ICABE 2011 Conference Proceedings, University of Piraeus, Piraeus, http://www.icabe.gr/downloads/ICABE_2011_PROC.pdf.

    Google Scholar 

  • Nooteboom, B. (2000) Learning and Innovation in Organizations and Economies, Oxford: Oxford University Press.

    Google Scholar 

  • Raisch, S. (2008) Balanced structures: designing organizations for profitable growth, Long Range Planning, 41: 483–508.

    Article  Google Scholar 

  • Raisch, S. Birkinshaw, J., Probst, G. and Tushman, M.L. (2009) Organizational ambidexterity: balancing exploitation and exploration for sustained performance, Organization Science, 20(4): 685–95.

    Article  Google Scholar 

  • Stolz, C. (2008) Dynamics in innovation systems: evidence from Japan’s game software industry, Research Policy, 37: 1480–91.

    Article  Google Scholar 

  • Stuart, K. (2010) Realtime Worlds: an inside story, Gamesblog/The Guardian, 27 August, http://www.guardian.co.uk/technology/gamesblog/2010/aug/27/realtime-worlds-collapse.

    Google Scholar 

  • Tushman, M.L. and O’Reilly, C.A. (1996) The ambidextrous organization: managing evolutionary and revolutionary change, California Management Review, 38(4): 1–23.

    Article  Google Scholar 

  • Wasserman, A.I. (2011) How the Internet transformed the software industry, Journal of Internet Services Applications, 2: 11–22.

    Article  Google Scholar 

  • Wordpress (2012) Great MMO company collapses of cur time - Real Time Worlds, http://unsubject.wordpress.com/2012/06/16/great-mmo-company-collapses- of-our-time-realtime-worlds/.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2013 Neil McGregor

About this chapter

Cite this chapter

McGregor, N. (2013). Business Growth, the Internet and Risk Management in the Computer Games Industry. In: Hotho, S., McGregor, N. (eds) Changing the Rules of the Game. Palgrave Macmillan, London. https://doi.org/10.1057/9781137318411_5

Download citation

Publish with us

Policies and ethics