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The relationship between business models and

firm performance as measured through


business model components
Author: Tobias Vermeer
University of Twente
P.O. Box 217, 7500AE Enschede
The Netherlands

ABSTRACT
In this paper the relationship between firm performance and the business model components of (1) value
creation, (2) market factors, (3) sources of differentiation and (4) revenue models is empirically examined
using data attained from the mobile games industry. Hypotheses are tested using three separate sections of
differing statistical tests. The particular tests used are the chi-square test of association, Spearman’s rho
and linear regression. Findings show that the business model components are especially able to significantly
predict financial performance. Furthermore, the tests show that the several business model components
have differing relationships with both financial and non-financial performance. Finally, the tests show that
there are significant relationships between the business components themselves as well. This leads to the
uncovering of four generic business models in the mobile gaming industry, which make up a large majority
(58%) of all mobile games in the sample. These generic models are also significantly related to firm
performance. In general, the study shows that business models can be made measurable and be analyzed in
their relation to firm performance.

Supervisors:
Dr. Kasia Zalewska-Kurek, Ir. Björn Kijl

Keywords
Business models, m-commerce, mobile games, financial performance, statistical analysis, value proposition

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7th IBA Bachelor Thesis Conference, July 1st, 2016, Enschede, The Netherlands.
Copyright 2016, University of Twente, The Faculty of Behavioural, Management and Social sciences.

1
1. INTRODUCTION differentiation (how do we differentiate ourselves?),
(5) revenue model (how can we make money?) and
Business models, though only recently a topic of
(6) time, scope and size ambitions (what are our time,
academic interest, have arguably been around since
scope and size ambitions?). This provides us with a
humans first started interacting with each other in
clear conceptual grasp of the business model, but
trade. The core principle of the business model is, as
leaves us to wonder how it is that these components
is still learned in business studies, that it acts as a
may relate to one of the most important other
mechanism through which one party creates some
elements of any firm; its performance. Though 1177
form of value for another party and captures value
articles have been published on the subject of
from this transaction for itself (Shafer, Smith, &
business models between 1995 and 2011 (Zott et al.,
Linder, 2005, p. 200). This component of value
2011, p. 1019) there are indications that research on
creation in business models is reflected in many of
the impact of business models on firm performance
the literature on business models (Osterwalder &
is still a largely unexplored topic (Ladib & Lakhal,
Pigneur, 2002, p. 8; Zott, Amit, & Massa, 2011, pp.
2015, p. 169). Zott et al. (2011) find that conceptual
1027-1028). Though perhaps the concept of the
research and even some empirical research has been
business model started out simple and intuitive, over
done in this field, but this seems to mostly concern
time it has grown more complex due to the increasing
business model design or the business model as a
complexity of the environments in which companies
single variable. One may wonder how the business
participate and compete. Business models have
model components are individually associated to
become increasingly important due to the rise of the
firm performance and how they function together
internet, giving rise to the appearance of so-called e-
towards firm performance. Another unaddressed
business models. This is also the stream of research
issue raised is that of how business models are
that has devoted the greatest attention to business
measured (M. H. Morris, Shirokova, & Shatalov,
models (Zott et al., 2011, p. 1024) and follows two
2013, p. 46). The aforementioned two gaps are
complementary streams; (1) describing generic e-
already two major gaps that the study in this paper
business models and providing typologies and (2)
aims to fill. Finally, the industry of choice for this
focusing on the components of e-business models
study is the mobile games industry. There are
(Zott et al., 2011, p. 1025). However, it is difficult to
indications that academic research on games gets far
exactly define a component and so the issue here is
less attention from marketing scholars than other
that many different authors put forth various
entertainment industries (Marchand & Hennig-
differing components, and it is hard to determine
Thurau, 2013, p. 142). In addition there is also a call
which ones are relevant and which ones are not
for further analysis of “killer applications” (very
(Shafer et al., 2005, pp. 200-201). Based on the
popular mobile applications) (Gretz, 2010, p. 94). It
findings by Zott et al. (2011, pp. 1027-1028) most
is curious that so little research exists on games, and
scholars seem to agree on the following components
mobile games specifically. Considering that the
as being integral to the business model; (1) value
mobile market is estimated to be worth $70 billion
creation, (2) delivering value to customers and (3)
annually by 2017 (Takahashi, 2014) and games make
generating value for the firm itself through revenue.
up 57.75% of the top selling applications (Roma &
M. Morris, Schindehutte, Richardson, and Allen
Ragaglia, 2016, p. 181), this would seem to be a
(2006, p. 8) have proposed a framework for business
highly impactful field of research. Yet there is a gap
model measurement that lists six core components in
here. By using the mobile games industry, this study
the form of questions; (1) value creation (how do we
aims to fill this gap as well.
create value?), (2) market factors (who do we create
value for?), (3) internal capability (what is our source As such the research in this paper aims to
of competence/advantage?), (4) source of expand upon previous research by conducting a study
in which business model components are measured

2
and examined in their relationship to firm 2015; Zott & Amit, 2007, 2008), a framework
performance through several statistical tests, using (Brettel, Strese, & Flatten, 2012), an overarching
empirical data from the mobile games industry. concept (Frankenberger, Weiblen, & Gassmann,
Therefore, the main research question that this paper 2013), a representation (M. H. Morris et al., 2013)
aims to answer is: and various others. Another approach to describing

What is the relationship between business model business models is splitting it into several

components and firm performance? components, most commonly done by the e-business
model stream of research (Zott et al., 2011, p. 1025).
There are five sub-questions to the main research
In this field as well there is no consensus on which
question. (1) How can business model components
components shape a business model (Shafer et al.,
be measured? (2) What is the statistical relationship
2005, pp. 200-202), though some common
between business model components and firm
components include the creation of value, revenue
performance? (3) What is the statistical relationship
logic and customer selection (Zott et al., 2011, pp.
between the business model components
1027-1028). Moreover, Hu and Chen (2015, p. 4)
themselves? (4) What generic business models can
find a range of articles that affirm that despite a
be constructed from analysis of the findings? (5)
lacking definition of business models there is wide
How are such generic business models related to firm
acceptance for value creation and value capture as
performance?
primary elements of business models. Despite such
2. THEORETICAL large amounts of research being conducted on
business models there are indications that research on
BACKGROUND AND
the impact of business models on firm performance
HYPOTHESES is still a largely unexplored topic (Ladib & Lakhal,
The lineage of business models goes back to when 2015, p. 169). A literature review to find articles with
people first began engaging in barter exchange, with empirical research on the relationship between
Chesbrough (2007) indicating that every firm has a business models and firm performance was
business model. However, only recently has interest conducted. This literature review consisted of a
in business models as an academic concept been search in SCOPUS for the terms “business model”
growing (Teece, 2010, p. 174). And since this interest and “performance”. After that a review over the
started, a variety of research has been done in the uncovered articles was conducted to filter
field with 1177 articles having been published on the specifically on pure empirical research (no case
subject of business models between 1995 and 2011 studies). The review confirmed the statement of
(Zott et al., 2011, p. 1019). Yet despite this large Ladib & Lakhal as it yielded a total of 40 articles in
amount of papers there has been no conclusive general and five for business model components in
definition for the concept (Shafer et al., 2005, p. 200; particular. A literature review by Lambert and
Zott et al., 2011, p. 1022). A literature review that has Davidson (2013, p. 673) yields a total of 69 papers
been conducted as part of the study in this paper also that empirically research the business model and 39
reflected that no common definition has been formed that specifically research the relationship between the
yet. Sixteen of the papers did not explicitly define business model and firm performance. Both literature
what a business model or business model innovation reviews show that the body of empirical research on
is. This is 41% of the papers found, which is the relationship between the business model and firm
consistent with the 37% of papers lacking an explicit performance is a significant minority when compared
definition as found by Zott et al. (2011, p. 1022). to the entire body of business model research. Most
Among those that do define business models, the of the research in the literature review of this study
business model is defined as “the content, structure, concerned business model designs, which “describe
and governance of transactions…” (Hu & Chen, the primary drivers of value creation and the main

3
results of value capture” (Hu & Chen, 2015, p. 4) 2.1 Value creation
which indicates the potential importance of value
Value creation is one of the most
creation and value capture as business model
mentioned components of business models (Zott et
components. Another common focus was business
al., 2011, pp. 1027-1028). A study by Marchand and
model innovation, which is defined as the
Hennig-Thurau (2013, p. 142) presents a framework
“modification or introduction of a new set of key
for value creation in the video industry. This
components – internally focused or externally
framework consists of multiple elements, among
engaging – that enable the firm to create and
which the game content (Marchand & Hennig-
appropriate value” (Hartmann, Oriani, & Bateman,
Thurau, 2013, p. 142). It can be argued that the game,
2013, p. 6). While this reinforces the importance of
and by extension its content, stands at the base of
components as a way of conceptualizing business
value creation as without a game there is no value to
models, its focus falls outside the scope of the study
be created. All other elements of the framework are
in this paper.
then irrelevant. Therefore, the study in this paper uses
M. H. Morris et al. (2013) propose an game content as representing value creation. The
approach for measurement and analysis of company variable used is the genre of a game as the study by
business models and suggest that generic models Marchand and Hennig-Thurau (2013, p. 145) present
emerge in an industry. Roma and Ragaglia (2016) the genre of a game as the main constituent of its
use a very similar method to Morris, Shirakova & content. And indeed there are indications that the
Shatalov, though they are more profoundly genre of a game has influence on its success potential
measuring the relationship between one business (Cox, 2014, p. 194; Marchand & Hennig-Thurau,
model component and firm performance. These are 2013, p. 145).
the only two articles found in the literature review
Identifying the role of value creation in
that particularly use measurement of business model
firm performance further, we can look at a study by
components and finding their relationship to firm
Zott & Amit in which they identify the source of
performance. Yet business model components, such
value creation in e-business and found four: (1)
as value creation and value capture, have been said to
Efficiency, (2) Novelty, (3) Lock-In and (4)
enable the conceptualization and measurement of
Complementaries (Amit & Zott, 2001, p. 504). Hu
business models (Baden-Fuller & Haefliger, 2013;
and Chen (2015, p. 5) reinforce that business model
Hu & Chen, 2015; Zott & Amit, 2008, 2010). Though
designs describe “the primary drivers of value
we have previously found that there are multiple
creation and the main results of value capture”. Later
approaches to determining which business model
on Zott & Amit conducted a study in which they
components make up a business model (Zott et al.,
regressed both an efficiency centered business model
2011, p. 1025), the components used in this study
design and a novelty centered business model design
derive from the framework for business model
against firm performance, where they hypothesized
measurement proposed by M. Morris et al. (2006). In
that the more novelty-centered or efficiency-centered
particular the components used in the study in this
a business model design, the higher the firm’s
paper are (1) value creation, (2) market factors, (3)
performance (Zott & Amit, 2007, pp. 183-185). They
sources of differentiation and (4) revenue model (M.
found evidence that the hypothesis for the novelty-
Morris et al., 2006). Performance will be represented
centered design could be supported, but not the
by the estimated monthly revenue from those games
hypothesis for the efficiency-centered design (Zott &
ranked highest grossing. Previous empirical research
Amit, 2007, pp. 190-191). This suggests that
has found that rank and sales in online commerce
different types of value creation may lead to different
have a relationship (Brynjolfsson, Hu, & Smith,
levels of firm performance. Value creation in this
2003; Chevalier & Goolsbee, 2003).
study is represented by the game category (genre)

4
and Roma and Ragaglia (2016, p. 178) have found visible in the market, it reaches more customers.
studies that show that “products of different While market orientation and market factors are two
categories have different natures” and that this means separate entities, it can be argued that they are related
that this leads to “significantly different purchasing to each other. Market orientation “helps a business
behavior, willingness to pay and needs to satisfy” develop an understanding of its target market and
(Grewal, Iyer, & Levy, 2004; Levin, Levin, & Heath, their needs” (Day & Wensley, 1988; Pujari, 2006, p.
2003; Reibstein, 2002; Wang, Zhang, Ye, & Nguyen, 79). As such it seems that market orientation is a
2005). As such the first hypothesis of the study is: process for helping firms understand market factors

Hypothesis 1. There is a significant difference and has been found to be “one of the key factors of

between several types of value creation in their firm success” (Pujari, 2006, p. 79). By extension this

relationship to higher financial performance (H1a) could indicate that market factors play a role in the

and higher non-financial performance (H1b). success of a firm. As such the hypotheses for market
factors are the following:
2.2 Market factors
Hypothesis 2 (H2). Mobile games with a high degree
The second business model component is
of internationalization attain higher financial
that of market factors. M. Morris et al. (2006, p. 34),
performance (H2a) and higher non-financial
whose framework is used in this study, asks for who
performance (H2b).
the value is created as the question for this
Hypothesis 3 (H3). Mobile games with a high degree
component. No matter the nature of the organization,
of channel visibility attain higher financial
one can always say that an organization sells to the
performance (H3a) and higher non-financial
target customer. And in one of the studies found
performance (H3b).
during the literature review it was already visible that
the target customer may have an impact on the Hypothesis 4 (H4): There is a significant difference
performance of a firm (Rédis, 2009). M. Morris et al. between different age requirements in their relation
(2006, p. 34) further identify that the “nature and to higher financial performance (H4a) and higher
scope of the market in which the firm will compete” non-financial performance (H4b).
must be identified. M. Morris et al. (2006, p. 34)
2.3 Sources of differentiation
present scope as the measure of internationalization
The third business model component is
that the firm wishes to use and so the first market
differentiation or sources of differentiation, which M.
factor variable is that of internationalization. The
Morris et al. (2006, p. 34) define to be “salient points
second market factor identifies the customer more
of difference that are not cosmetic and transitory, but
clearly by using the age of the customer as measured
rather, are sustainable”. The article further defines
through the age required to download and use a
five bases of differentiation which are (1) operational
mobile game. Studies on market orientation list
excellence, (2) product capabilities, (3) innovation
market segmentation as a key element of market
leadership, (4) low cost, or (5) intimate customer
orientation (Piercy, 1992). Furthermore, it has been
relationships or experiences (M. Morris et al., 2006,
found that different age requirements are linked to
p. 35). In this research the focus will be on the
different user demand (Ghose & Han, 2014, p. 1481).
product capabilities as this is easiest to measure
The third market factor is that of channel visibility;
externally. Certainly future studies could incorporate
how well the product is, or will be, visible within the
the other bases as well. The product capabilities in
market. This may be unique to products in the digital
this study will be that of user-defined characteristics
age, and it has been found that visibility and
that the mobile games exhibit most strongly. Within
findability are two characteristics of app
games there are three main game design elements to
marketplaces (Jansen & Bloemendal, 2013, p. 203).
be focused on. (1) context, which is the world the
Therefore, one could argue that if a app is more

5
player acts in as created by spaces, objects, stories, of different primary drivers of value creation and
characters and such, (2) participants, which are the results of value capture (Hu & Chen, 2015). A
players themselves and how they interact with the classification of video game business models by
game and (3) meaning, which is the emotional or Osathanunkul yields that there are some general
meaningful response when players act in the game revenue models for video games (Osathanunkul,
(Nacke, 2014; Tekinbas & Zimmerman, 2003). 2015). This study, together with a quick observation
Though it is certainly interesting to see which of of the mobile games industry, reveals that there are
those characteristics is most successful in driving four general revenue models for mobile games (1)
firm performance, it also begs the question whether free-to-play with advertisements, (2) free-to-play
there are differences in performance for different with micro-transactions, (3) pay-to-play and (4) pay-
sources of differentiation. Ebben and Johnson argue to-play with micro-transactions. In this study the
that strategy focus is one way of expressing free-to-play advertisement driven revenue model will
differentiation over other typologies such as the be dropped as measuring advertisements has
classical cost leadership or differentiation typology presented to be too challenging to do in the context
by Porter (Porter, 1980), and in their study focus on of this study; there are no free, reliable sources of
the efficiency and flexibility strategies (Ebben & advertisement revenue for mobile games. By far the
Johnson, 2005). Here they find that focusing on one most common model in the 100 highest top grossing
source of differentiation is better than mixing sources mobile game is that of the free-to-play micro-
of differentiation, yet they found no support for transaction model. 99 of the 100 mobile games in a
performance differences between the two list of top grossing games on www.sensortower.com
differentiations strategies (Ebben & Johnson, 2005). is free-to-play micro-transaction driven, giving an
Yet one could argue that they focused on efficiency early indication of performance differences between
and flexibility, which is related to the firm level. revenue models. Furthermore, a study by
Product capability differentiation may be different Lehdonvirta focuses on the success of sales of virtual
however, and indeed product differentiation items in games (Lehdonvirta, 2009), indicating that
variables seem to differ in their significance to those revenue models selling virtual items may
performance (Sashi & Stern, 1995). Another study perhaps perform better than those that do not. It has
finds that new-product differentiation leads to also been found to be a trend to move from free
different performance results when placed in models to payment-based models in regards to online
combination with other variables to determine products (Pauwels & Weiss, 2008). This is in line
pathways to profitability (Lisboa, Skarmeas, & with what was found in the analysis of the top 100
Saridakis, 2015). This does seem to indicate that performing games in the market. A previous study on
differentiation might play an interesting role in the performance of revenue models in the app market
achieving performance. Therefore, the second has shown that both the paid revenue model and
hypothesis of this business model component is: freemium revenue model separately seem to be

Hypothesis 5 (H5). there is a significant difference associated with higher performance than the purely

between different sources of differentiation in their free revenue model (Roma & Ragaglia, 2016).

relation to higher financial performance (H5a) and Lunden (2013) suggests that payment-based models,

higher non-financial performance (H5b). such as those with micro-transactions, are better able
to monetize on mobile applications. Finally, Ghose
2.4 Revenue model and Han (2014, p. 1481) found that demand for
The final business model component mobile apps with micro-transactions increases while
reviewed in this research is the revenue model, or the it decreases for those with in-app advertisements.
way the firm itself captures value. Previously we Though the latter is not measured in this study, it
have seen that business model designs are made up gives a strong indication that there are differences

6
between revenue models in terms of performance. differing statistical tests. Section I takes a categorical
This leads to the following hypothesis for the revenue approach, section II a numerical approach and
model component: section III a predictive approach. This way of

Hypothesis 6 (H6). There is significant difference running tests has been chosen as each section steps

between the different revenue models in their relation further into statistical analysis and quantification of

to higher financial performance (H6a) and higher business models and their components. All data was

non-financial performance (H6b). put into Microsoft Excel, which was also used for all
statistical analysis together with online statistical
2.5 Business model components calculators1. Though the study in this paper is very
together similar in its focus as the study by Roma and

Finally, it is interesting to determine which Ragaglia (2016), their approach to data gathering

component is the most significant of all the business would lead to some skewed data in the research in

model components in their relation to firm this paper as the data would most likely not be equal,

performance. Since the literature review yielded no which was a necessity for some of the statistical tests.

previous studies on measurement of all business Though they do implement dichotomous coding,

model components combined, it is hard to base a which this study also used. This method of coding is

hypothesis of the most significant business model similar to the methodology by Morris, Shirakova &

component on previous research. Yet a previous Shatalov. Therefore, this study will expand upon the

study on revenue models does indicate that revenue methodology of both these studies through the

models seem to matter significantly in the methodology described in this section.

performance of a mobile application (Roma & 3.1 Data collection


Ragaglia, 2016). The entire study by Roma &
The sample population was comprised of mobile
Ragaglia is littered with references to other studies to
games in the top grossing/selling games in the iOS
make the revenue model sensible as a strong player
app market. The sample was equally divided over the
in performance (Roma & Ragaglia, 2016). And as the
genres of “action”, “puzzle”, “role playing” and
revenue model is the firm’s way of capturing value
“arcade” as these four genres were the only genres
and earning money, it would make sense therefore
that presented an equal amount of mobile games over
that:
the revenue models. Dividing games equally over the
Hypothesis 7 (H7). The revenue model has the revenue models was done as an extra-ordinary
strongest effect on financial performance (H7a) and amount of games use the free-to-play micro-
non-financial performance (H7b) when compared transaction driven revenue model, which would skew
with the other business model components. the data. An equal method of gathering would ensure
higher reliability in the Chi Square calculations, as it
3. METHODOLOGY
would diminish the chances of breaking the <20%
The study is divided into three general sections; one
assumption. The study is based on those mobile
consisting of chi-square tests (section I), one
games that (1) had sufficient ratings in the Google
consisting of Spearman’s rho tests (section II) and the
Play store to be qualified for highlighted reviews and
final one consisting of mainly regressive tests
(2) were present both on the iOS App Store and
(section III). All sections aim to uncover the
Google Play store. The primary data sources used
statistical relationship between business model
were SensorTower – a website specialized in data
components and firm performance, although using

1
The online calculators used were a Chi-Square calculator,
Spearman’s Rho calculator on
http://www.socscistatistics.com.

7
mining both the iOS and Google Play stores – and dichotomously coded to be 1 when higher than the
Google Play to find highlighted reviews for the median and -1 when lower than the median (NFP).
mobile games. All data was gathered over a period
3.2.2 Explanatory Variables
that was as short as possible to ensure that the data
Value creation (VC) – measured through the genre of
gathered was equal for all mobile games. This had as
a mobile game following the study by Marchand and
a reason that the data mining website updates their
Hennig-Thurau (2013).
data frequently and gathering apps from different
data updates may harm the reliability of the study. Market factors: internationalization (MFI) –

The data was gathered using the game genre as a measured numerically through the

point of reference in terms of how many games internationalization rating given to mobile games by

would be gathered. Since the study consists of six SensorTower, which is a metric that is calculated

variables to measure, it was determined to gather at based on the international performance of the mobile

least 5 cases per variable per game genre to ensure game, which is measured by (Kimura, 2014). This is

sufficient cases for each of the statistical tests. This measured through whether the app has been localized

led to 30 games per genre. Within this set of 30 per country it is released in on (1) description, (2)

games per genre, an equal amount of games was title, (3) language support and (4) keywords (Kimura,

collected over the three revenue models in the study. 2013). It is further based on the distribution of an

The 4 genres were chosen as this number seemed to app’s performance over all the countries it is active

be sufficient to find differences between genre in (Kimura, 2013)

performance, while still retaining a relatively large Market factor: US channel visibility (MFV) –
sample size. This method of data collection made the measured numerically through the visibility rating
initial sample size 120. Since not all games met the given to mobile games by SensorTower, which is a
requirements for measurement, such as lacking metric that is calculated based on (among others) (1)
highlighted reviews, some cases had to be dropped. keyword performance, (2) category ranking
This led to the final sample consisting of 108 games. performance and (3) review/rating performance
The final sample can be found under appendix I. (Kimura, 2015).

3.2 The variables Market factor: customer segment (MFC) – measured


categorically through the age requirement given to a
Variables are mentioned with their full name and
game.
their shorter indicator in brackets, which are used in
the tables to present the findings from the tests. A list Sources of differentiation (SD) – measured by
of specific measures can be found under appendix II. collecting highlighted reviews given by users to
games. These highlighted reviews indicate some
3.2.1 Dependent Variables
element of the game that the user enjoyed
The two dependent variables for section I are (1) the
particularly. These elements were divided into three
financial performance of a mobile game as measured
groups; Context, Participants and Meaning as these
through their estimated monthly revenue (FP and (2)
are three pillars of game design (Tekinbas &
the non-financial performance of a mobile game as
Zimmerman, 2003). Division was made based on the
measured through the rating given to that mobile
characteristics of each game design element and
game by its user (NFP).
highlight review. For example, the highlighted
The two dependent variables for section II review “addictive” was put into “meaning” as it is
are (1) the financial performance of a mobile game something that comes from the participant interacting
dichotomously coded to be 1 when higher than the with the context. Differentiation is then measured by
median and -1 when lower than the median (FP) and calculating which source of differentiation has the
(2) the non-financial performance of a mobile game

8
highest relative amount of users mentioning that above and below the median. This in turn is highly
source of differentiation in their review. useful for a chi-square test of independence.

Revenue model (RM) – measured categorically The source of differentiation was re-coded
through the pricing method used for the mobile to enable distribution into the three game design
games. elements. The recoding process was done by dividing
the total amount of reviews by 1000 for each mobile
3.3 Methods
game, which gave a weight. Then the total amount of
The statistical tests used in section I of this research
highlighted reviews and every individual highlighted
are:
review was divided by this weight. The numbers that
Chi-Square Test of Independence as this is able to resulted from this calculation were then added to the
measure differences between categories. appropriate game design element. Finally, all
The statistical test used in section II of this research data was recoded to enable conducting the
are: Spearman’s rho and linear regression tests. This was
done in a similar fashion as the studies by M. H.
Spearman’s Rho as this can be used to determine a
Morris et al. (2013) and Roma and Ragaglia (2016).
relationship/association between two ordinal
Dummy coding was done on all variables in order to
variables. This was chosen over Pearson correlation
transform them into dichotomous variables with a
as it is anticipated that Spearman’s rho is more
value of either 1 or -1 as this seemed to give the most
appropriate for describing dichotomous data as this
consistent results. The dependent variables were also
resembles ordinal data. Pearson correlation tests
transformed into dichotomous variables, which
were run to check the reliability of the Spearman’s
would normally require a logistic regression to be
rho tests and results were almost identical.
conducted. However, since the median was used as a
The statistical test in section III of this research is:
division between high and low performance, the split
Multiple Linear Regression as this can be used to between the two was a perfect 50/50 therefore
numerically determine the relationship between warranting the use of linear regression as its results
multiple explanatory variables and the two dependent will in this case be similar to that of logistic
variables. To ensure that this test was correctly regression.
applied, all variables were recoded to the same scale
to ensure compatibility.
4. FINDINGS
Findings are presented per research section and are
3.4 Recoding then further divided according to the research sub-
Some of the data required recoding to be used for the questions. We will start with some general
chi-square test of independence, such as when distribution findings based on the top 100 games in
measuring mobile game genre against financial the iOS app market.
performance. Except for the source of differentiation,
all numerical variables were recoded to being either 4.1 Descriptive statistics
“higher” or “lower” than the median of their Before diving into the main findings of the study it is
respective variable sample. The median was chosen useful to look at some descriptive statistics found
as (1) it removes the influence of outliers and (2) it is when analyzing the top 100 top grossing games in the
a valid metric of performance as half of the iOS market2.
population is above it and the other half below. Since
These findings indicate that 62 separate
the sample size is 108, this gives an equal group
companies are behind the top 100 games and the total

2
Date of data collection: 18/06/2016

9
earnings of this top 100 is roughly $453.4 million model components and firm performance. The sub-
monthly. The biggest developer in terms of games question itself was:
has released 7 of the games in this top 100. However, What is the statistical relationship between one or
more interestingly is that only 3 of these 62 more of the quantified business model components
developers have earned the majority (51%) of the and firm performance?
total monthly revenue flowing from the top 100
games. Moreover, only 10 developers take 75% of The results of the twelve separate tests that were
the total monthly revenue, showing that the Pareto run to answer this question are presented in table 1.
law applies here. All but one of the games were Table 1. Chi-square test results sub-question 2
developed by a firm. Moreover, Roma and Ragaglia Chi-Square
(2016, p. 180) have previously found 9 top Statistic P-Value
developers in their study, of which 4 appear in the
FP NFP FP NFP
100 top grossing games. Yet one could argue that
there are far more well-established developers behind VC 11.111 7.852 .011** .049**
the top 100 highest grossing games. And indeed MFI 0.148 0 .700 .084***
when looking at the top 10 developers of monthly
MFV 33.333 0.148 .000* 1
revenue we find that 4 of them are in the top 25
developers across the entire iOS app store. This MFC 2.450 8.201 .654 .700

indicates that the performance of top games could be SD 5.429 20.039 .143 .779
partially driven by the size of the developer that
RM 42.684 0.500 .000* .000*
releases them.
Note: * p < 0.01, ** p < 0.05, *** p < 0.1,
Additionally, it may also be interesting to n = 108
present that 98 of the 100 games uses the free-to-play What can be concluded from these tests is
micro-transaction driven revenue model and that 4 of that hypotheses H1a and H1b are both supported,
the 14 genres in the 100 top grossing games are the which means that there is a significant difference
majority with 58% (casino, casual, strategy and between several value propositions and their relation
puzzle). The biggest genre by amount of games is the to higher financial and non-financial performance.
casino genre, with 21 of the 100 games. When
Hypotheses H2a and H2b have been
looking at distribution across genre by revenue, it is
rejected; there is no indication that higher
found that 49% of the total monthly revenue comes
internationalization leads to higher financial or non-
from one single genre: strategy. Going one step
financial performance.
further, 3 of the 14 genres (strategy, casual and
casino) account for 79% of the revenue. This again Hypothesis H3a is supported, which means

shows the Pareto law in effect and moreover, that higher channel visibility is related to higher
financial performance. However, hypothesis H3b has
presents early indications that the earlier presented
hypotheses may be supported. been rejected meaning that there is no relationship
between higher channel visibility and higher non-
4.2 Section I: Chi-Square statistical financial performance.
analysis Hypothesis H4b is supported, which means

4.2.1 Statistical relationships between that there is a significant difference between several
age requirements and their relation to higher non-
business model components and firm
financial performance. Hypothesis H4a has been
performance. rejected, which means that there is no significant
Sub-question two pertained to the chi-square difference between several age requirements and
measurement of any relationships between business their relation to higher financial performance.
10
Hypotheses H5a and H5b have been model components have significant relationships
supported; there is significant different between with at least two other business model components.
several primary sources of differentiation and their These findings indicate that there may be
relation to higher financial and non-financial significant multicollinearity in the multiple linear
performance. regression test planned to be taken for the
Hypothesis H6a is supported; there is quantitative section of this study. However, for
significant difference between the revenue models section I of the study, this is not an issue as chi-square
and higher financial performance. Hypothesis H6b tests do not indicate how much of the relationship is
has been rejected, which means there is no significant explained by the independent variable. They simply
difference between the revenue models and higher indicate that there is a significant relationship
non-financial performance. between two variables.

4.2.2 The relationship between the


business model components.
Sub-question three pertained to the chi-square
measurement of the relationships between the
business model components themselves. The sub-
question was:

What is the statistical relationship between one or


more of the business model components themselves?

The results of the fifteen separate tests that were run


to answer this question are presented in table 2.

No statistical tests were run for the


relationship between revenue model and value
creation as data was gathered with a specific amount
of mobile games per revenue model and game genre
(value creation). Though no hypotheses were
developed for this sub-question, the statistical tests
yield some interesting results. All of the business

Table 3. Chi-square test results sub-question 3

Chi-square statistic P-Value

VC MFI MFV MFC SD VC MFI MFV MFC SD

VC x x

MFI 5.934 x .115 x

MFV 13.778 2.374 x .003* .123 x

MFC 13.778 4.944 8.413 x .000* .293 .078*** x

SD 41.143 1.368 4.039 45.666 x .000* .713 .257 .000* X

RM x 3.073 29.935 11.599 10.656 x .017** .000* .170 .099***

Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108. Revenue model versus value creation omitted due to
sample size selection based on equal distribution of those two business model components

11
Table 6. Spearman’s rho test results differentiation
4.3 Section II: Spearman’s rho
FP P-Value NFP P-Value
statistical analysis
- -
4.3.1 Statistical relationships between Context 0.186 .054*** 0.281 .003*
business model components and firm - -
performance. Participants 0.207 .032** 0.272 .004*
Figure 3-6 show the results from the Spearman’s rho Meaning 0.221 .022** 0.324 .001*
tests.
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108.
Table 3. Spearman’s rho test results market factors
Differentiation calculated per differentiation element.
Hypotheses H1a and H1b are supported as
FP P-Value NFP P-Value
findings indicate that the relationship between some
MFI -0.037 .704 0 1 value creations is more statistically significantly
MFV -0.556 .000* -0.037 .704 associated with financial and non-financial

MFC_3 -0.019 .843 0.212 .028** performance than others.

MFC_7 -0.023 .810 -0.023 .810 Hypotheses H2a and H2b are rejected as
findings indicate that the relationship between
MFC_12 0.127 .191 0 1
internationalization and financial and non-financial
MFC_16 -0.031 .753 -0.153 .114 performance are not statistically significant.
MFC_18 -0.101 .301 -0.168 .083*** Hypothesis H3a is supported and
Note: * p < 0.1, ** p < 0.05, *** p < 0.1, n = 108. MFC hypothesis H3b is rejected as findings indicate that
calculated per age requirement group. the relationship between visibility and financial
performance is statistically significant, but the
Table 4. Spearman’s rho test results value creation
relationship between visibility and non-financial
performance is not.
FP P-Value NFP P-Value
Hypothesis H4a is rejected and hypothesis
Action 0.278 .004* -0.192 .046**
H4b is supported as findings indicate that the
Puzzle 0.021 .826 0.235 .014** relationship between age requirement and non-
RP -0.235 .014** 0.021 .826 financial performance is significant, but the
relationship between age requirement and financial
Arcade -0.064 .510 -0.064 .510
performance is not.
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108. Value
creation calculated per genre. RP = roleplaying Hypotheses H5a and H5b have been
supported as findings indicate that the relationship
Table 5. Spearman’s rho test results revenue model between some sources of differentiation is more
statistically significantly associated with financial
FP P-Value NFP P-Value
and non-financial performance than others.
F2P MT .629 .000* 0 1
Hypothesis H6a is supported and
P2P MT -0.297 .002* -0.059 .542 hypothesis H6b is rejected as findings indicate that
P2P -0.332 .000* 0.059 .550 some revenue models have a more statistically
significantly associated relationship with financial
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108.
Revenue model calculated per model. F2P MT = free- performance than others. No statistically significant
to-play micro-transaction, P2P MT = pay-to-play
relationships were found between revenue models
micro-transaction and P2P = pay-to-play
and non-financial performance.

12
Overall these findings are completely in Table 8. Combined regression financial
performance
line with the findings from section I, strengthening to
Meta regression outcomes
aggregate findings of this study.
Multiple-R .380 R-Squared .145
4.4 Section III: Linear Regression
Component regression outcomes
In this section an attempt has been made to create a
Coefficient P-Value
model of quantified business model components to
put into a linear regression. Though this is not a test Intercept 0.524 .032**
to test hypotheses, but rather an attempt to find if VC (Puzzle) 0.119 .342*
quantified business model components can be used
MF (MFC_3) 0.026 .829*
to predict firm performance, the outcomes as
presented in tables 7 and 8 seem to present evidence RM (P2P MT) 0.010 .921

of hypothesis rejection or support that falls in line SD (Meaning) 0.980 .004*


with what was already found in sections I and II. Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108
Furthermore, these findings suggest that at least some
Table 8 presents the combined regression
of the business model components are able to
results for non-financial performance. The findings
significantly predict performance.
do not present the same picture as table 7. The design
Table 7 shows that the business model used for non-financial performance was not able to
components as represented by their most significant explain a majority of the variation in the model, nor
sub-components explain 54.86% of variation in the was it able to have all business model components be
model and that all business model components seem statistically significant in their ability to predict non-
to be able to predict financial performance with high financial performance. It is however still interesting
statistical significance. These findings indicate that it to see how differentiation seems to remain
is indeed possible to quantify business model statistically significantly able to predict non-financial
components and have them predict financial performance. Based on these tests hypothesis 9 is
performance. Though some explanation for variation supported for financial performance as the
in the model is missing, more than half is present in representing sub-component (free-to-play micro-
its current design. This means that the majority of transaction revenue model) has both the highest
variation can be explained by the business model significance in the combined regression and the
components as represented by their most significant highest r-square in the separate regression.
sub-components. Hypothesis 9 can be rejected for non-financial
Table 7. Combined regression financial performance however. Tables 9-16 provide more
performance
detail with individual regression for each of the
Meta regression outcomes
business model components against financial and
Multiple-R .741 R-Squared .549
non-financial performance.
Component regression outcomes

Coefficient P-Value

Intercept 0.063 .670

VC (Action) 0.354 .000*

MF (Visibility) 0.271 .001*

RM (F2P MT) 0.462 .000*

SD (Meaning) 0.459 .041**

Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108


13
Table 9. Individual regression market factors vs. non-financial Table 12. Individual regression revenue model vs. non-financial
performance performance

R-Squared

Intercept

P-Value

Coefficient

P-Value

R-Squared

Intercept

P-Value

Coefficient

P-Value
MFI 0 0 1 0 1 F2P MT .395 0.222 .007* 0.667 .000*

MFV .001 0 1 -0.037 .704 P2P MT .088 -0.112 .263 -0.317 .001*

MFC_3 .045 0.061 .536 0.221 .028** P2P .110 -0.110 .257 -0.351 .000*

MFC_7 .001 -0.018 .883 -0.030 .810 Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108

MFC_12 0 0 1 0 1

MFC_16 .023 -0.202 .207 -0.253 .114 Table 13. Individual regression value creation vs. non-financial
performance
MFC_18 .028 -0.253 .148 -0.303 .083***

R-Squared

Intercept

P-Value

Coefficient

P-Value
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108

Table 10. Individual regression market factors vs. financial


performance Action .037 -0.1113 .315 -0.22 .046**
R-Squared

Intercept

P-Value

Coefficient

P-Value

Puzzle .055 0.136 .216 0.272 .014**

RP .001 0.012 .913 0.025 .826

Arcade .004 -0.037 .741 -0.074 .509


MFI .005 0.001 0.989 -0.037 .703
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108
MFV .309 0 1 0.556 .000*
Table 14. Individual regression value creation vs. financial
MFC_3 .000 -0.006 .956 -0.020 .843 performance
R-Squared

Intercept

P-Value

Coefficient

P-Value
MFC_7 .001 -0.018 .883 -0.030 .810

MFC_12 .016 0.070 .528 0.145 .191

MFC_16 .001 -0.040 .802 -0.051 .753


Action .077 0.161 .139 0.321 .003*
MFC_18 .010 -0.152 .388 -0.182 .301
Puzzle .001 0.012 .913 0.25 .826
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108
RP .055 -0.136 .216 -0.272 .014**
Table 11. Individual regression revenue model vs. non-financial
performance Arcade .004 -0.037 .741 -0.074 .510

Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108


R-Squared

Intercept

P-Value

Coefficient

P-Value

F2P MT .395 0.222 .007* 0.667 .000*

P2P MT .088 -0.112 .263 -0.317 .001*

P2P .110 -0.110 .257 -0.351 .000*

Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108

14
Table 15. Individual regression source of differentiation vs. non- 5. DISCUSSION AND
financial performance
LIMITATIONS
R-Squared

Intercept

P-Value

Coefficient

P-Value
5.1 General implications
The main implications of this study derive from the

Context .395 0.222 .007* -0.766 .028** findings related to the hypotheses, a summary of
which is presented in table 17. The findings on
Participants .088 -0.112 .263 -1.743 .025**
hypotheses H1a and H1b imply that developers need
Meaning .110 -0.110 .257 0.718 .009*
to conduct thorough analysis on which game genre
Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108 they are developing a game for, as both financial and
non-financial performance differ per genre. The
Table 16. Individual regression source of differentiation vs. reasoning behind this could be that as different
financial performance genres offer different values, the perceived value of
R-Squared

Intercept

P-Value

Coefficient

P-Value genres differs. Perceived value in mobile games is


found to be related to their value-for-money (Hsu &
Lin, 2015, p. 9). The findings by Hsu & Lin
combined with the findings in this study could
Context .108 0.397 .007* -1.189 .001*
indicate that some genres offer better value-for-
Participants .090 0.197 .078*** -2.427 .002*
money than others, increasing the perceived value of
Meaning .137 -0.627 .001* 1.072 .000* those genres. Value-for-money in this sense then

Note: * p < 0.01, ** p < 0.05, *** p < 0.1, n = 108 could likely come from the micro-transactions
purchased in those genres offering more value in
those genres as opposed to other genres. For
example, micro-transactions purchased in an
“action” game offer more value to the player than
micro-transactions purchased in a “role-playing”
Table 17. Summary of hypotheses

Hypothesis Status Explanation

H1 a: Supported (Financial) Value creation in a business model as conceptualized in this


b: Supported (Non-Financial) study plays a role in the financial and non-financial
performance of a business model.
H2 a: Rejected (Financial) Internationalization in a business model as conceptualized in
b: Rejected (Non-Financial) this study plays no role in the financial and non-financial
performance of a business model.
H3 a: Supported (Financial) Channel visibility in a business model as conceptualized in
b: Rejected (Non-Financial) this study plays a role in the financial, but not the non-
financial, performance of a firm.
H4 a: Rejected (Financial) Target customer age in a business model as conceptualized in
b: Supported (Non-Financial) this study plays a role in the non-financial, but not the
financial, performance of a firm.
H5 a: Supported (Financial) Source of differentiation on the product capability level as
b: Supported (Non-Financial) conceptualized in this study plays a role in the financial and
non-financial performance of a business model.
H6 a: Supported (Financial) The revenue model of a business model as conceptualized in
b: Rejected (Non-Financial) this study plays a role in the financial, but not the non-
financial, performance of a firm.
H7 a: Supported (Financial) The revenue model is the most significant business model
b: Rejected (Non-Financial) component for the financial, but not the non-financial,
performance of a firm.

15
game. As perceived value is a trade-off between test section that age requirement exhibits strong
perceived benefits and perceived costs (Lovelock, association with sources of differentiation. Sources
2011), the cost of the micro-transactions in a genre of differentiation in turn had a significant
could be outweighed by the benefits it brings to that relationship with both kinds of performance, so
genre driving higher financial performance. The source of differentiation could be a mediating factor
satisfaction of the player with this higher value-for- through which age requirement affects performance.
money may then also be reflected in the non-financial For example, a game with a specific age requirement
performance. This certainly puts a unique spin on may exhibit more or less of a certain game design
business models in (mobile) games and could be a element, thereby impacting performance. The
highly interesting topic to research further, as it findings on hypotheses H5a and H5b have the
delves deeper into both the value creation and implication that developers have to think critically
revenue model components together. It can also bring about how they design their game. The game design
insight to developers of mobile games with lower- element of “meaning” has the highest significance
performing genres that they could benefit from for financial performance, which can be driven by
innovating their product as this may bring increased any of the factors within it. This study divided the
opportunity of offering increased value-for-money. many factors of the games into the three game design
A study on business model innovation in the mobile elements according to the method explained in the
games industry could shed more light on whether this methodology section. An example of how a
could be true. The findings on hypotheses H2a and developer could approach the design of their game,
H2b indicate that internationalization does not play a is making it more addictive as this is an important
big role in the financial and non-financial factor in the “meaning” game design element. The
performance. This could mean that developers can findings on hypotheses H6a and H6b give developers
spend less time tweaking their product for all their a clear view that the free-to-play micro-transaction
international markets and focus more time on other driven revenue model is the absolute way to go to
important activities concerning the marketing of their attain higher financial performance. The reasoning
product. The findings on hypotheses H3a and H3b behind this is that the free-to-play micro-transaction
give some interesting insights in how developers can driven revenue model “allows players with different
boost their channel visibility to attain higher financial levels of willingness to pay for additional content”
performance, though this will not have an impact on and “enables a wider range of player segments to
non-financial performance. This means developers access the game” (Alha, Koskinen, Paavilainen,
will have to think thoroughly on how to make their Hamari, & Kinnunen, 2014, p. 2; Paavilainen, Alha,
mobile game more visible in the market, and this may & Korhonen, 2015). It could definitely be interesting
mean sacrificing some branding (Gauchet, 2016). to have future studies conducted on the specific
The findings on hypotheses H4a and H4b have the mechanics of micro-transactions, such as which in-
implication that while higher non-financial game content works best to drive revenue. Finally,
performance seems to be related to the age findings on hypotheses H7a and H7b show that the
requirement of a mobile game, this has no apparent revenue model is the most significant business model
relationship to financial performance. It is up to component when it comes to the financial
developer to make the decision on age requirement. performance of a firm. This finding is further
A more important decision point may be determining enhanced by the possibility of the revenue model
the importance of the differentiation factors that a working through the value creation component to
different age requirement yields, as these age offer more value-for-money, as found earlier. This
requirements are usually an indication of the maturity again highlights the importance of firms to adopt the
of a game in terms of violence and such. And we have free-to-play micro-transaction driven revenue model.
indeed found strong indications during the chi-square

16
Another implication of the study is that the 5.2 Implications for literature
findings allow us to analyze and find generic models
This paper provides empirical results which show
in the indus1try. As we have already previously
that business model components are indeed able to be
determined, 98 out of the 100 top performing mobile
made measurable and furthermore are statistically
games had the free-to-play micro-transaction driven
significant in their relationship to firm performance
revenue model, indicating that this is a very popular
as found by three separate statistical approaches. This
revenue model to lead to high performance, which
analysis has implications for both existing and
has been supported in this study. As data was
emerging literature.
gathered equally along the different types of value
The findings of the study add to the
creation in order to have appropriate data for some of
existing knowledge of business model measurement
the statistical tests, these were not used to analyze the
and the relationship between business models and
data for generic business models. As the study shows
firm performance by showing the specific roles that
that financial performance seems to be much more
business model components play in firm
well-explained by the business model components
performance and how they are related to each other.
than non-financial performance, the generic models
It successfully expands upon studies such as those by
were only chosen to be linked to financial
Roma and Ragaglia (2016) and M. H. Morris et al.
performance. And thus internationalization and age
(2013). It also reinforces the measurement model of
requirement were dropped from the generic models
M. Morris et al. (2006) as sufficiently capable of
as these have proven to not be significant for
measuring business model components. Though the
financial performance. This left 24 different business
app market itself has been analyzed before both
models that the mobile games could have. Out of
academically (e.g. Roma & Ragaglia, 2016) and non-
these 24 business models, the 4 most used ones
academically (e.g. Munir, 2014; Pappas, 2013;
embodied 58% of all games in the sample. This is a
Sourcebits, 2014; Wilcox, 2013), the mobile games
significant majority and indicates that these models
market specifically is one that has not been analyzed
may indeed be generic models used in the industry.
before in an empirical academic fashion. This while
These models were (1) high visibility games with the
we have found in the introduction that this is
“meaning” source of differentiation driven by the
developing to be a highly lucrative market. This
free-to-play micro-transaction revenue model (24%
study provides valuable insight into the relationships
of games), (2) low visibility games with the
that are at play in business models, even yielding
“meaning” source of differentiation driven by the
generic business models for an entire industry.
pay-to-play revenue model (15% of games), (3) low
Furthermore, the approach to measurement of
visibility games with the “meaning” source of
business model components in this study, combined
differentiation driven by the pay-to-play micro-
with the approaches in studies such as the ones by M.
transaction revenue model (10% of games) and (4)
H. Morris et al. (2013) and Roma and Ragaglia
low visibility games with the “context” source of
(2016), provide future studies with a solid foundation
differentiation driven by the pay-to-play revenue
to further research in measurement of business
model (9% of games). A chi-square test was run to
models, their components and their relationship to
measure these four generic models against financial
firm performance. Specifically, in the mobile
performance and the test came out with a chi-square
application and games industry, though the model
of 35.3047 and significant at an alpha of 1%
used can extend across industries.
(p<0.01). It shows that the first model is very much
related to higher financial performance, whereas the Additionally, the findings show that the
other three are very much related to lower financial business model components overall are more
performance. strongly related to financial performance than to non-
financial performance. Yet the business model

17
component of differentiation is very strongly related 5.4 Limitations
to both financial and non-financial performance. This
Though the study had interesting findings, there are
implies that game design in very important in the
some limitations to it.
overall success of a mobile game. Overall the study
First of all, the various assumptions for the
adds to the studies on business model components
different statistical tests were not always met. Yet the
and organization performance. It reaffirms that
tests were run anyway to get an indication of the
different types of value creation lead to different
relationship and get equal results for all business
levels of performance, as implies in previous studies
model components. Additionally, the variables were
on business model design (e.g. Hu & Chen, 2015;
measured using different statistical models across
Ladib & Lakhal, 2015; Zott & Amit, 2007). The same
three different sections. As results remain the same
can be said of the other business model components.
across the sections, it could be assumed that the
Finally, this study could start a new stream
findings are reliable.
of research particularly focused on the business
Secondly, the recoding method used for the
models of games, how this can assist developers and
linear regressions were dichotomous for both
how they are related to firm performance.
dependent and independent variables. This is not an
5.3 Practical implications ideal way of modeling data, yet it was previously
The managerial implications of this study lie mainly argued that a 50/50 split across the data will yield
in the insights that the hypothesis tests gave and the nearly the same results for logistic regression and
generic business models presented, as choosing one linear regression.
of these models may ensure more success than Thirdly, the study relied heavily on the use
others. The entire study assists mobile game of its data sources. This means that any flaw in the
developers by providing them with guidelines on data sources will have inevitably come into the
which business model components to introduce when findings of the study. However, the use of these data
facing decisions for business and product sources was necessary to ensure being able to
development. In particular developers that use the conduct the study.
first generic model around their app may find
Fourthly, this study measured the business
themselves enjoying higher financial performance.
model components of the mobile game industry.
Furthermore, the findings on sources of
While the findings are very interesting, they are
differentiation can assist developers with choosing
related to this particular industry. Other industries
which game design elements to focus on in the
may exhibit other results and therefore future studies
development process of their game. Across the
could focus on different industries using a method
different types of game genres, it shows that
that is a combination of the method in this study and
choosing the free-to-play micro-transaction driven
the study by Roma and Ragaglia (2016).
revenue model and opting for high visibility will
significantly help in attaining higher performance. Finally, the linear regression of all business

Internationalization does not seem to have any model components together required the use of only

significant impact on either form of performance, one subcomponent each. This is because the

though this does imply that releasing an application subcomponents themselves show perfect

globally may mean lower performance. It could multicollinearity due to the use of dichotomous

simply be an indication that the method for coding; if one subcomponent is present, none of the

measuring internationalization had its limitations. others are. Therefore, the most significant
subcomponents per component were chosen. While
this may limit the applicability of the findings, a
potential rebuttal is that the findings still indicate

18
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7. APPENDICES
7.1 Appendix I: Sample overview

22
7.2 Appendix II: List of specific
measures
Variable Name Shorthand Variable Measured Through Variable Type Source
in tests Purpose

Financial FP Dependent Estimated monthly Ratio www.sensortower.com


performance revenue

Non-Financial NFP Dependent Game rating Ordinal Google Play


performance

Value creation VC Explanatory Mobile game genre Nominal Google Play

Market focus: MFI Explanatory Internationalization Interval www.sensortower.com


internationalization score given by
SensorTower

Market focus: MFV Explanatory Visibility score given Ratio www.sensortower.com


visibility by SensorTower

Market focus: MFC Explanatory Age requirement given Nominal Google Play
customer segment to games according to
the Pan European
Game Information
(PEGI) organization

Sources of SD Explanatory Highlighted reviews Nominal/Interval Google Play


differentiation divided into game
design elements

Revenue model RM Explanatory Pricing method used Nominal www.sensortower.com


for the mobile game

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