Next week I will present a conference paper at the EASST conference in Trento, Italy. The paper is an exploration of the material from my thesis, about building understanding of game development using an ANT vocabulary.

Zackariasson, Peter (2010). It’s Anarchy! Translating Beliefs and Desires into Prescriptions for Participation in an online game. EASST 010, September 2-4, Trento.

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We’ve published an article in Services Marketing Quarterly about segmentation and online games. The idea is that these virtual world are marketplaces where it is possible to segment the users from how they interact with the world, thus also target them as consumers.

Peter Zackariasson, Nils Wåhlin, and Timothy L. Wilson (2010). Virtual identities and market segmentation in marketing in and through Massively Multiplayer Online Games (MMOGs). Services Marketing Quarterly, 31(3), pp. 275-295.

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Next week we’re presenting a paper at the EURAM conference 19 – 22 May, in Rome. The paper is a short conceptual piece on how marketing has taken new dimensions using alternative reality games to promote products.

Peter Zackariasson and Timothy L. Wilson (2010). Alternative Reality Games Explorations. EURAM conference, Rome 19-22 May, 2010.

Presentation can be found here.

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Varför det finns guld­far­mer i Asien med dator­spe­lande anställda som säl­jer vir­tu­ella varor för rik­tiga pengar, det är en av många saker som Peter Zackariasson har under­sökt i sin nyut­givna bok Cyberkapitalism.

I have just been appointed as lecturer in marketing at University of Gothenburg, School of Business, Economics and Law. I have been teaching marketing at this school before, plus numerous others, but having a position at the business school seems like a great thing. Looking forward to put my mark on the place!

We have recently published a chapter for an edited book, published by the infamous Nova Science Publishing. It’s a nice and short piece we wrote up for the 3rd Conference on Cultural Economics in Paris, 2008.

Peter Zackariasson and Timothy L. Wilson (2010). Creativity in the Video Game Industry. in Alessandra M. Corrigan (ed.) Creativity: Fostering, Measuring and Context. Nova Science Publishers, Chapter 6.

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Peter Zackariasson and Timothy L. Wilson (2010). Paradigm Shifts in the Video Game Industry. Competitiveness Review, 20(2), pp.139-151.

Purpose – The purpose of this paper is to identify, characterize, and discuss paradigm shifts that have occurred in the video game industry with some emphasis on competition and competitiveness.

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We have initiate a project on the relationship between marketing and videogames. This is funded by the Royal Swedish Academy of Science.

In this project we intend to study the marketing efforts that are taking place in the global sphere defined by video games, in this we include what can be defined as traditional marketing of a product/service but we also aim to study how games are used to market other products/services. Over one thousand new video game titles are being released each year, urging video game developers and publishers to find elaborated ways to penetrate this digital roar in order to reach the gamers attention. The result of this can be found in new relations between producer and user as these developers involve the users in the production, it can be found in novel marketing efforts like Alternative Reality Games (ARG) where the physical and digital are moulded to construct marketing platforms for new games.

My latest book on the trade with virtual items is now available in stores. The book is in Swedish and is called:

Cyberkapitalism – om konsten att tjäna pengar på att döda drakar, stjäla vapen och dansa naken i virtuella världar. Stockholm: Kalla kulor förlag.

(Eng. translation: Cyber Capitalism – on the art of making money on killing dragons, stealing weapons and dancing naked in virtual worlds)

“Vad har ett episkt svärd från datorspelet World of Warcraft att göra med en sweatshop i den kinesiska staden Tietou? Eller hur kommer det sig att en skollärarinna från södra Tyskland kan bli miljonär på att rita trädgårdar? Cyberkapitalism är namnet på den marknad som uppstått i mötet mellan virtuella världar och vår verkliga värld. Denna marknad har skapat nya möjligheter att tjäna pengar – och en ny våg av guldgrävare som drar ut i den digitala västern.”

Se även bloggen om Cyberkapitalism.

The 16th of October I will be participating in a workshop on the future of EU game development, in Sevilla Spain. “Workshop on Software games technological and market potential how can EU compete now and in the future.”

The workshop aims at discussing the potential of software games industry, in order to better identify those segments suitable to play a disruptive role in the short term future, both with regard to the market and to the technological impacts. It is also meant to assess strengths and weaknesses of EU firms in the industry, and to highlight drivers for a possible future EU leadership. Representatives of academia, research institutions and European companies will be involved.

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