موجز عن الفصل:
chapter explores whether value and risk exist for both firms and customers
when collaborating during the development process in the video-game industry.
We base our analysis of two separate case studies on contemporary approaches
for understanding user collaborative activities; these approaches are also
further developed and critiqued during the course of the research. The
chapter is specifically designed to assist firms within the video-game
industry to gain an insight into the specific value areas that can be
accessed through activities such as crowdsourcing, co-creation and
crowdfunding. Assessing the value that can be accessed by both firms and
customers within the video-game industry is currently under-researched,
therefore, we aim to generate new insights not only into this particular area
of research, but also into the nature of novel video-game development
strategies looking to the future. We also identify and contrast the
differences between the two chosen cases from a secondary level of
comparative analysis in terms of both risk and value perspectives.
Concluding, we highlight the key strands of new developing approaches in the
area of user-collaborative activities based on our findings from the case
studies, together with recommendations for potential strategies for
video-game firms that operate in an extremely dynamic environment.