Abstract
Contrary to experiences from other media industries, participatory approaches and prosumerism have been integrated into gaming culture and the computer game industry's value generation process for a relatively long time. This is emphasized by the industry's development away from strictly retail-based business toward digital online distribution. This article presents an integrated model of the value chain deduced from an analysis of existing online-based providers. It gives implications for the management of online distribution platforms and the role of prosumerism within the business.
Notes
1. Little information is available on these rather new enterprises. To estimate their sizes and significances, the following data points might be useful: Valve Software, founded in 1996, approximately 120 employees; Unknown Worlds Entertainment, founded in 2001, 3 employees; GameTap, founded in 2002, no information on the company's size (although estimated at more than 100 employees); Telltale, founded in 2004, approximately 40 employees.