Organisation and Management of Information Processes in the German Games Industry: The significance of customer review and recommender systems for the innovation process in the German games industry - Softcover

Vindigni, Dr. Giovanni

 
9798584311339: Organisation and Management of Information Processes in the German Games Industry: The significance of customer review and recommender systems for the innovation process in the German games industry

Synopsis

Since the Java API (Application Program Interface) modifications for cyber-physical production systems (CPS/CPPS) that initiated the technological transformation from Web 2.0 to Web 3.0 in 2007–2009 with regard to the Internet architecture, numerous companies have been discovering that various interdependencies are making it rather difficult to apply the classic marketing mix. Numerous media-sociological transformation processes, which have, for example, disrupted structural processes, are now forcing companies, particularly in the media industry, to undergo a necessary paradigm shift. These concerns particularly include the perception of analytical, strategic, operational, and evaluating paths. Therefore, a problem-explorative and agile-strategic adaptation modification that guarantees the survival of the media industry per se appears necessary. In terms of differentiating companies from their competitors, product innovation plays an essential role, as does the positivistic progressiveness of a company’s market position. However, especially in the games industry, the rate at which new products fail is rather high, which often leads to considerable economically wrong investments. Especially in the games industry, which is based on software technology, there appears to be potential for customer integration (i.e. regarding new product ideation and invention in the form of game development), and this characterises the quantitative and qualitative potential for corporate success. On the demand side, taking into account the uses-and-gratifications approach, web semantic customer integration has increasingly led to customers possessing increasingly individualised requirements. As a consequence, companies now find themselves exposed to the conflicting phenomenon of media being no longer purely appositive (i.e. in the sense of a communication-enhancing function), as instead, the media resource now has to be regarded as representative immersion and reception. From a scientific and practice-oriented perspective, the present study substantiates the phenomenon of Web 3.0 in the industrial environment 4.0 (i.e. ‘Industry 4.0’), customer interdependencies with reference to self-conceptual influential and motivational structural immanencies, and their connotation for integration within the development of new products (i.e. with focus on the German-speaking games industry). This customer integration requires brand and community management that implements corresponding evaluation and control measures as a promoter function. Customer review and recommender systems thus play a rather important role in the games industry.

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