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 Cross-Platform Video Games as a Phenomenon of the Experience Economy: Assessing Potential and Challenges Bobrov V. D., Merkulova T. V.
Bobrov, Vladyslav D., and Merkulova, Tamara V. (2025) “Cross-Platform Video Games as a Phenomenon of the Experience Economy: Assessing Potential and Challenges.” Business Inform 9:532–543. https://doi.org/10.32983/2222-4459-2025-9-532-543
Section: Management and Marketing
Article is written in UkrainianDownloads/views: 0 | Download article (pdf) -  |
UDC 330.47
Abstract: The aim of the article is to analyze the economic potential of the cross-platform approach in the video game industry within the context of the transformation of the digital entertainment market, as well as to identify key benefits and limitations associated with its active implementation. The study defines and substantiates the position of video games among other sectors of the entertainment industry, compares average annual growth rates, audience sizes, and leading countries as development centers. It is determined that the video game industry has the highest average annual growth rate and primarily targets youth and children. The dynamics of the popularity of major gaming platforms are analyzed. It is found that over the past three decades, the share of consoles in the video game market has significantly decreased, the PC segment has remained relatively stable, and mobile devices currently occupy the leading position. A trend toward technological innovations in the video game industry has been identified: the growing popularity of cloud and cross-platform gaming. The meanings of the terms «multi-platform» and «cross-platform» have been explained, and a retrospective of the development of these approaches to video game development has been provided. The most common modern platforms have been identified and compared according to several parameters: developers, price, popularity, and the level of support for cross-platform games. Key beneficiaries in the value creation chain who depend on the cross-platform approach to game development have been outlined: players, developers, and platform providers. For players, the statistical relationship between the number of platforms and gaming time was analyzed, and the positive effect of cross-platform functionality on social interaction was noted. For developers, the advantages of long-term support for cross-platform games were substantiated, and for platform providers, the positive impact on extending platform lifecycles was highlighted. As an example, the video game Fortnite is analyzed: revenue statistics are presented, and its financial success is substantiated as one of the most notable cases of applying a cross-platform approach in the digital economy. The results obtained can be used to develop monetization strategies, shape video game business models, and forecast further changes in the video game industry or related sectors of the experience economy.
Keywords: cross-platform games, mobile games, technology development, monetization, experience economy, digital economy, video game industry, video games.
Fig.: 3. Tabl.: 3. Bibl.: 40.
Bobrov Vladyslav D. – Lecturer, Department of Economic Cybernetics and Applied Economics, V. N. Karazin Kharkiv National University (4 Svobody Square, Kharkіv, 61022, Ukraine) Email: [email protected] Merkulova Tamara V. – Doctor of Sciences (Economics), Professor, Professor, Department of Economic Cybernetics and Applied Economics, V. N. Karazin Kharkiv National University (4 Svobody Square, Kharkіv, 61022, Ukraine) Email: [email protected]
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