This thesis investigates the Games as a Service business model and its relationship to the videogame industry through a subjectivist ontology and interpretive epistemology. Observation and qualitative interviews are at the centre of an inductive research approach. The study first identifies some success factors, revenue models and risk. These include but are not limited to; commodification of virtual worlds and user engagement, microtransactions and ethical and political concerns regarding randomisation mechanics akin to gambling found in some GaaS games. Subsequent to the identification of these factors, two industry leading organisations (Valve and Epic Games) and their flagship games (Counter-Strike and Fortnite) are explored and compared in detail, from a business and user engagement perspective. Subsequently, recommendations for further research directions are given.
|Educations||MSc in Business Administration and E-business, (Graduate Programme) Final Thesis|
|Number of pages||409|