Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities

Marchand, A., Hennig-Thurau, T. (2013). “Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities”. Journal of Interactive Marketing, 27, pp. 141-157

Idée / Dominante : La création de valeur au sein de l’industrie du jeu vidéo.

Résumé : Cet article fait un état de l’art sur l’industrie du jeu vidéo. L’auteur propose un cadre conceptuel expliquant le processus de création de valeur pour le consommateur et l’entreprise au sein de ce secteur.

La première composante de ce cadre est l’environnement de jeu. Il s’agit des principaux acteurs du secteur : producteurs de jeux vidéo, constructeurs de systèmes de jeu et joueurs. Le second composant de ce cadre regroupe les circuits de distribution (physiques et digitaux) et les circuits de communications qui permettent le lien entre producteurs de jeux et consommateurs.

A ces deux composants principaux s’ajoutent 3 institutions ayant une influence sur la création de valeur dans le secteur. Les autres industries de divertissement influencent le jeu vidéo, par exemple le cinéma génère du contenu qui inspire les créateurs de jeux, produisant ainsi des adaptations de films en jeu. Du fait du nombre croissant de jeux développés chaque année, la technologie à travers les systèmes de recommandations permet aux joueurs de trouver les jeux qu’ils leur conviennent. Les consommateurs ont également une influence sur les décisions d’achat d’autres consommateurs à travers les recommandations et le bouche à oreille. Enfin, Les jeux ont un impact sur la personnalité des joueurs, ainsi c’est donc aussi la société dans son ensemble qui doit être inclue dans ce cadre conceptuel.


Note d’intérêt : L’article expose les nombreuses motivations du consommateur à jouer aux jeux vidéo qui sont autant de pistes à explorer pour notre sujet : challenge, curiosité, fantaisie, compétition, éveil, amusement, interaction sociale, compétence, autonomie, auto-efficacité.

Considérant l’importance croissante que prennent les biens virtuels et contenus additionnels au sein du l’industrie, l’auteur pose une question cruciale pour notre étude : l’achat de biens virtuels par les joueurs est-il motivé par les mêmes raisons que celles qui poussent le joueur à jouer ? La compétence, l’amusement, les gains pécuniaires et l’autorité visuelle sont mis en avant comme raisons possibles mais sans faire le lien avec les motivations incitant le consommateur à jouer. Il s’agit du seul article académique où la notion de DLC est abordée.

Détaillant le challenge comme motivation, il introduit le concept de flow : un état psychique qui se traduit par un engagement total et une attention intense dans le cadre d’une activité. Selon lui le jeu vidéo est une situation de flow. Le joueur se sent mentalement transporté dans un environnement virtuel et s’identifie à l’avatar qu’il contrôle. Cet attachement émotionnel qu’a le joueur pour l’avatar contrôlé est d’autant plus intéressant pour notre sujet que les contenus téléchargeables permettent souvent au joueur d’aller plus loin dans la personnalisation de son avatar.

Enfin il décrit la manière dont l’industrie tente de limiter le marché de l’occasion, par exemple en conditionnant l’accès au mode online à l’utilisation d’un code de contenu téléchargeable à usage unique. Ce type de contenu téléchargeable limitatif doit être examiné dans notre étude.


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