Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health.

GFHEU(2013)

引用 1|浏览15
暂无评分
摘要
There is growing interest in the use of Serious Games (SGs) to tackle major health issues. Challenges to their adoption and use includes the cost of development and the need to provide evidence of effectiveness. However, an equally pressing dilemma facing the establishment of a market for SGs is the general commoditization of digital media and erosion (diminution) of economic value. Given the substantial upheaval in the entertainment games, software, music, book publishing, and newspaper industries, it seems unlikely that SGs for health will be immune from such market pressures if they persist in being conceptualized and designed as products. The solution is to switch business strategy by re-conceptualizing and designing SGs for health as networked services. The benefits will include personalization, integration with health administration systems, and importantly, the ability control access and therefore the adoption of pay-per-use revenue models, and ultimately the preservation of value.
更多
查看译文
关键词
serious games,, game development,, health,, business model,, servitization,, commoditization,, service,, product,, design
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要