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

  • Miikka J. Lehtonen*
  • , Mikko Vesa
  • , J. Tuomas Harviainen
  • *Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

25 Citations (Scopus)

Abstract

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 propositions through the games-as-a-service (GaaS) approach. Yet simultaneously, there are also negative consequences caused by a sharp focus on maximizing profits at the expense of customer enjoyment. Drawing on a study bridging game development and gameplay experience, we shed light on the negative consequences of GaaS. We introduce the concept of Games-as-a-Disservice that draws on value co-destruction research by highlighting how platform business models in mobile games have emergent properties that paradoxically seem to encourage the creation and maintenance of negative playing experiences. Disservice in game development is conceptualized through four analytical themes: predatory monetization, play as labor, support denial and closure denial. To counter these properties, companies could adopt participatory design methods for a more granulated understanding of who plays their games and why.
Original languageEnglish
Peer-reviewed scientific journalJournal of Business Research
Pages (from-to)1
Number of pages47
ISSN0148-2963
DOIs
Publication statusPublished - 04.12.2021
MoE publication typeA1 Journal article - refereed

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities
  2. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords

  • 512 Business and Management
  • Consumer participation
  • Disservice
  • Game development
  • Mobile games
  • Value co-destruction

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