19,102 research outputs found

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

    Get PDF
    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Q&A Platforms Evaluated Using Butler University Q&A Intelligence Index

    Get PDF
    A new study using the Butler University Q&A Intelligence Index measures how various mobile Q&A platforms deliver quality, accurate answers in a timely manner to a broad variety of questions. Based on the results of our analysis, ChaCha led all Q&A platforms on mobile devices. Results of the study are based upon review of a large set of responses from each of the major Q&A platforms, coupled with a comparison of disparate Q&A platforms that serve answers in different ways. Our methodology included the creation of a new metric, termed the Butler University Q&A Intelligence Index, which measures the likelihood that a user can expect to receive a correct answer in a timely manner to any random question asked using natural language. We asked questions via mobile services and randomized the questions to cover both popular and long-tail knowledge requests

    Bundling, Differentiation, Alliances and Mergers: Convergence Strategies in U.S. Communication Markets

    Get PDF
    Convergence is a multi-facetted phenomenon affecting the technological basis of information and communication industries, the boundaries of existing and new markets, and the organization of service providers. Convergence in substitutes will tend to increase the intensity of competition but convergence in complements may have the opposite effect. Given the economics of advanced communication industries, convergence necessitates strategies to overcome the risk of commodification at the level of networks, applications, and services. The paper examines bundling, differentiation, alliances, and merger strategies adopted by North American service providers in response to convergence. Service providers'opportunities and risks in the emerging environment differ considerably, with cable and telephone service providers presently in stronger positions than wireless service providers, broadcasters, and satellite service providers. New entrants such as Vonage, Skype, Google, and Yahoo have high disruptive potential but remain disadvantaged without their own access networks.convergence; bundling; differentiation; alliances; mergers

    Paving the way to e-services: Innovation through online games

    Get PDF
    The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services

    Mobile gaming prospects: the challenges to become a serious industry

    Full text link
    Mobile games are a main example of both a successful mobile application and the increasing range of platforms for the media and entertainment industries. Against this convergent background, the paper introduces the basic features of the mobile gaming market and its industrial ecosystem with main actors and activities. Its focus lies on the challenges ahead for its evolution into a potentially dominant game platform and on the possible disruptions along this road. The future role of context and the deep personal relationship with the mobile device are considered to further explore mobile games link with users’ perceptions, players’ strategies and pending techno-economic developments
    • 

    corecore