4 BETTER SAFE THAN SORRY? IN SEARCH OF AN INTERNET BUSINESS MODEL ...

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4 BETTER SAFE THAN SORRY? IN SEARCH OF AN INTERNET BUSINESS MODEL ...
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4 BETTER SAFE THAN SORRY? IN SEARCH OF AN INTERNET BUSINESS MODEL IN ONLINE ENTERTAINMENT
Ola Henfridsson Center for Digital Business and Department of Informatics Umeå University S-901 87 Umeå and Viktoria Institute, Göteborg Sweden Helena Holmström Center for Digital Business and Department of Informatics Umeå University S-901 87 Umeå Sweden Ole Hanseth Department of Informatics University of Oslo Norway
Abstract This paper presents an action case study of the process by which the Swedish computer game developer Daydream Soft-ware planned, developed, and implemented the business model for its new online game, Clusterball. In particular, the paper explores Daydreams choice between a radical business model and a conservative one for the game. Building on forecasts that casual gamers such as academics, business people, middle-aged people, and women would become important for the future growth of the electronic games software industry, Daydream first pursued a radical business model, viewing the game as an entertainment portal. However, in light of the perceived need of results and release, a more conservative business
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