BazEkon - The Main Library of the Cracow University of Economics

BazEkon home page

Main menu

Author
Ryczko Aleksandra (University of Economics in Katowice, Poland)
Title
Brand Reputation as a Critical Success Factor on the Subscription-Based Gaming Market - Research Results
Source
Academic Review of Business and Economics (ARBE), 2023, vol. 4(1), s. 35-53, tab., wykr., bibliogr. 42 poz.
Keyword
Wizerunek marki, Rynek gier, Kluczowe czynniki sukcesu
Brand image, Games market, Key success factors
Note
JEL Classification: M21, M31
summ.
Abstract
This study aims to establish the role of a brand reputation as a critical success factor. Although there are studies on brand reputation, none of them focuses on the topic in the context of the subscription-based gaming market. The aim of the study is to esta-blish how opinions of gamers about a game subscription provider and its performance (i.e. brand reputation) impact the success of this brand. An online survey was used as a method. All the findings reveal that the brand with a positive reputation is more suc-cessful than the brand with a negative or less positive reputation. Therefore, it may be stated that the positive reputation of a brand providing a video game subscription service supports the success of this service, while the negative reputation may contribute to its failure. (original abstract)
Full text
Show
Bibliography
Show
  1. Ackerman, D. (n.d.). Best game subscription services. CNET. Retrieved 6.04.2022 from https://www.cnet.com/tech/gaming/best-game-subscription-services/
  2. Angelova, M. (2019). Perspectives of video games market development as a part of creative business. 2019 II International Conference on High Technology for Sus-tainable Development (HiTech). https://doi.org/10.1109/hitech48507.2019.9128120
  3. Ashraf, Z., & Goodwin, M. (2020). Growth in the video gaming market: The changing state of play. OC&C. Retrieved 3.02.2022 from https://www.occstrategy.com/media/ 2685/growth-in-the-video-gaming-market_the-changing-state-of-play_online.pdf
  4. Clemons, T. (2022, January 24). Games subscriptions 2020: The best PC games services on the market right now. TechRadar. Retrieved 22.02.2022 from https://www. techradar.com/best/games-subscriptions
  5. Daugirdas, K. (2019). Reputation as a disciplinarian of international organizations. American Journal of International Law, 113(2), 221-271. https://doi.org/10.1017/ ajil.2018.122
  6. De Leon, N. (n.d.). Best video game subscription and streaming services. Consumer Reports. Retrieved 6.04.2022 from https://www.consumerreports.org/gaming/best-video-game-subscription-streaming-services-a5008588137/
  7. EA Facebook page. (@EA). (n.d.). Facebook. Retrieved 16.06.2022 from https:// www.facebook.com/EA
  8. EA Play Facebook page. (@eaplay). (n.d.). Facebook. Retrieved 16.06.2022 from https:// www.facebook.com/eaplay/
  9. EA Play Twitter account. (@EAPlay). (n.d.). Twitter. Retrieved 16.06.2022 from https:// twitter.com/EAPlay
  10. EA Twitter account. (@EA). (n.d.). Twitter. Retrieved 16.06.2022 from https://twitter. com/EA
  11. Electronic Arts. (n.d.). EA Play - EA video game membership - EA official site. Elec-tronic Arts Inc. Retrieved 9.04.2022 from https://www.ea.com/en-gb/ea-play
  12. Griffiths, M.D. (2019). The therapeutic and health benefits of playing video games. The Oxford Handbook of Cyberpsychology, 484-505. https://doi.org/10.1093/oxfordhb/ 9780198812746.013.27
  13. Hansen, D. (2019). Game on!: Video game history from Pong and Pac-man to Mario, Minecraft, and more. Feiwel & Friends.
  14. Holland, W., Jenkins, H., & Squire, K. (2013). Theory by design. In M.J. Wolf & B. Per-ron (eds.), The video game theory reader (pp. 25-47). Routledge.
  15. Joeckel, S. (2007). The impact of experience: The influences of user and online review ratings on the performance of video games in the US market. DiGRA '07 - Pro-ceedings of the 2007 DiGRA International Conference: Situated Play, (4), 629-638.
  16. Klimas, P. (2019). Current revenue (Monetisation) models of video game developers. Journal of Management and Financial Sciences, 28, 119-136. https://doi.org/ 10.33119/jmfs.2017.28.5
  17. Lyles, T. (2021, April 1). The best video game subscription deals right now. The Verge. Retrieved 6.04.2022 from https://www.theverge.com/22348957/best-video-game-subscription-playstation-plus-xbox-game-pass-nintendo-switch-online-deals-price-sale
  18. Makuch, E. (2021, January 27). Xbox Series X|S has record-setting launch, but Mi-crosoft expects shortages to continue. GameSpot. Retrieved 4.07.2022 from https://www.gamespot.com/articles/xbox-series-xs-has-record-setting-launch-but-microsoft-expects-shortages-to-continue/1100-6486774/
  19. McAloon, A. (2020, November 5). EA Play crosses 6.5 million paying subscribers. Game Developer. Retrieved 4.07.2022 from https://www.gamedeveloper.com/ console/ea-play-crosses-6-5-million-paying-subscribers
  20. Metacritic. (n.d.). Metacritic - Movie reviews, TV reviews, game reviews, and music reviews. Metacritic. Retrieved 6.07.2022 from https://www.metacritic.com
  21. Mills, D.J., Milyavskaya, M., Heath, N.L., & Derevensky, J.L. (2017). Gaming motiva-tion and problematic video gaming: The role of needs frustration. https://doi. org/10.31219/osf.io/tx3c2
  22. Padilla, J.A. (2018, May 15). 2019 video game industry statistics, trends & data. WePC.com. Retrieved 8.01.2022 from https://www.wepc.com/news/video-game-statistics/
  23. PC Game Pass (n.d.). Xbox.com. Retrieved 9.04.2022 from https://www.xbox.com/pl-pl/xbox-game-pass/pc-game-pass
  24. PC Game Pass Twitter account. (@XboxGamePassPC). (n.d.). (Xbox Game Pass PC Twitter account). Twitter. Retrieved 16.06.2022 from PC Game Pass Twitter ac-count, https://twitter.com/xboxgamepasspc
  25. Phillips, C., Johnson, D., Klarkowski, M., White, M.J., & Hides, L. (2018). The impact of rewards and trait reward responsiveness on player motivation. The Annual Sym-posium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY '18, 393-404. https://doi.org/10.1145/3242671.3242713
  26. Quwaider, M., Alabed, A., & Duwairi, R. (2019). The impact of video games on the players behaviors: A survey. Procedia Computer Science, 151(1), 575-582. https://doi.org/10.1016/j.procs.2019.04.077
  27. r/EAAccess. (n.d.). Reddit. Retrieved 16.06.2022 from https://www.reddit.com/r/EAAccess/
  28. r/ubisoft. (n.d.). Reddit. Retrieved 16.06.2022 from https://www.reddit.com/r/ubisoft/
  29. r/uplay. (n.d.). Reddit. Retrieved 16.06.2022 from https://www.reddit.com/r/uplay/
  30. r/XboxGamePass. (n.d.). Reddit. Retrieved 16.06.2022 from https://www.reddit.com/r/ XboxGamePass/
  31. ReportLinker (2022, April 22). Global subscription-based gaming market - Growth, trends, COVID-19 impact, and forecasts (2022-2027). GlobeNewswire. Retrieved 8.01.2023 from https://www.globenewswire.com/news-release/2022/04/22/2427145/ 0/en/Global-Subscription-based-Gaming-Market-Growth-Trends-COVID-19-Impact-and-Forecasts-2022-2027.html
  32. Rosa, G. (2021, February 20). Najlepsze abonamenty na gry w jednym miejscu. Ceny i wielkie porównanie. PlanetaGracza.pl. Retrieved 6.04.2022 from https:// planetagracza.pl/najlepsze-abonamenty-na-gry-cena-porownanie/
  33. Sevin, R., & DeCamp, W. (2020). Video game genres and advancing quantitative video game research with the genre diversity score. The Computer Games Journal, 9(4), 401-420. https://doi.org/10.1007/s40869-020-00115-3
  34. Teng, C. (2018). Look to the future: Enhancing online gamer loyalty from the perspec-tive of the theory of consumption values. Decision Support Systems, 114, 49-60. https://doi.org/10.1016/j.dss.2018.08.007
  35. Ubisoft Connect. (@UbisoftConnect). (n.d.). (Ubisoft Connect Twitter account). Twitter. Retrieved 16.06.2022 from https://twitter.com/UbisoftConnect
  36. Ubisoft Facebook page. (@ubisoft). (n.d.). Facebook. Retrieved 6.06.2022 from https://www.facebook.com/ubisoft/
  37. Ubisoft Twitter account. (@ubisoft). (n.d.). Twitter. Retrieved 16.06.2022 from https://twitter.com/Ubisoft
  38. Ubisoft+. (n.d.). Retrieved 9.04.2022 from https://plus.ubisoft.com/
  39. Veloutsou, C., & Moutinho, L. (2009). Brand relationships through brand reputation and brand tribalism. Journal of Business Research, 62(3), 314-322. https://doi.org/ 10.1016/j.jbusres.2008.05.010
  40. Vigato, M., & Babic, T. (2021). Research on gamer motivation factors based on the gamer motivation model framework. 2021 44th International Convention on In-formation, Communication and Electronic Technology (MIPRO). https://doi.org/ 10.23919/mipro52101.2021.9596942
  41. Xbox Game Pass Players. (n.d.). (Xbox Game Pass players group). Facebook. Retrieved 16.06.2022 from https://www.facebook.com/groups/168547835086961
  42. Xbox Game Pass. (@XboxGamePass). (n.d.). (Xbox Game Pass Twitter account). Twitter. Retrieved 16.06.2022 from https://twitter.com/XboxGamePass
Cited by
Show
ISSN
2720-457X
Language
eng
URI / DOI
https://doi.org/10.22367/arbe.2023.04.03
Share on Facebook Share on Twitter Share on Google+ Share on Pinterest Share on LinkedIn Wyślij znajomemu