Videogames-as-a-service: how does in-game value co-creation enhance premium gaming co-creation experience for players?

A Hussain, MF Abid, A Shamim, DH Ting… - Journal of Retailing and …, 2023 - Elsevier
The games as a service model have enabled game developers to reach worldwide
audiences and regard games as services rather than products, opening up new avenues to …

How gamified online loyalty programs enable and facilitate value co-creation: a case study within a sports-related service context

F Dreher, T Ströbel - Journal of Service Theory and Practice, 2023 - emerald.com
Purpose The aim of this paper is to gain insights from a case study into how gamified loyalty
programs enable and facilitate value co-creation and what underlying purpose …

Games-as-a-Disservice: Emergent value co-destruction in platform business models

MJ Lehtonen, M Vesa, JT Harviainen - Journal of Business Research, 2022 - Elsevier
Digital distribution has enabled game studios to reach global audiences and treat mobile
games as services rather than products, creating novel opportunities to develop value …

A perspective on value co-creation processes in eSports service ecosystems

RE Kunz, A Roth, JP Santomier - Sport, Business and Management …, 2022 - emerald.com
Purpose Electronic Sports (eSports) is an emerging sector of the sports and entertainment
industry experiencing an accelerated increase in consumer and sponsor demand. This …

Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities

A Marchand, T Hennig-Thurau - Journal of interactive …, 2013 - journals.sagepub.com
In the past twenty years, the video game industry has established itself as a significant
contributor to the global entertainment economy. Compared to more established …

Exploring customer-to-customer value co-creation platforms and practices in team sports

S Uhrich - Value co-creation in sport management, 2017 - taylorfrancis.com
The consumption of team sports is highly popular and economically relevant. For example,
football (soccer)–the most popular team sport in Europe–generated a revenue of€ 16.9 …

Videogames-as-a-service: converting freemium-to paying-users through pop-up advertisement value

A Hussain, AZ Abbasi, LD Hollebeek… - Journal of Services …, 2022 - emerald.com
Purpose Though the videogame literature is thriving, little remains known regarding the
effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study …

Electronic sports: A new marketing landscape of the experience economy

Y Seo - Journal of marketing management, 2013 - Taylor & Francis
Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world
consumption. This paper advances the concept of eSports consumption in marketing by …

When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

J Lintula, T Tuunanen, M Salo, MD Myers - International conference on …, 2018 - jyx.jyu.fi
Service-dominant logic (SDL) provides a well-established lens for understanding services
as value co-creation processes. However, also value co-destruction can occur in service …

How context shapes value co-creation: Spectator experience of sport events

C Horbel, B Popp, H Woratschek… - The Service Industries …, 2016 - Taylor & Francis
This paper applies the perspective of service-dominant logic, specifically value co-creation
in service ecosystems to the context of sports. It builds on the notion that co-created value …