Show simple item record  

dc.contributor.authorGoltz, Nachshon (Sean)en_NZ
dc.contributor.authorFranks, Jaimieen_NZ
dc.contributor.authorGoltz, Shemen_NZ
dc.date.accessioned2018-01-14T21:07:45Z
dc.date.available2015en_NZ
dc.date.available2018-01-14T21:07:45Z
dc.date.issued2015en_NZ
dc.identifier.citationGoltz, N. (Sean), Franks, J., & Goltz, S. (2015). Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition. Journal of Law, Technology and Public Policy, 1(3), 160–183.en
dc.identifier.urihttps://hdl.handle.net/10289/11595
dc.description.abstractThis paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.en_NZ
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.relation.urihttps://journal-law-tech-public-policy.scholasticahq.com/article/378-changing-the-video-game-innovation-user-satisfaction-and-copyrights-in-network-market-competition
dc.rights© 2015 Journal of Law, Technology and Public Policy and Nachshon Goltz, Jamie Franks, and Shem Goltz
dc.titleChanging the (video) game: Innovation, user satisfaction and copyrights in network market competitionen_NZ
dc.typeJournal Article
dc.relation.isPartOfJournal of Law, Technology and Public Policyen_NZ
pubs.begin-page160
pubs.elements-id142681
pubs.end-page183
pubs.issue3en_NZ
pubs.publisher-urlhttps://journal-law-tech-public-policy.scholasticahq.com/article/378-changing-the-video-game-innovation-user-satisfaction-and-copyrights-in-network-market-competitionen_NZ
pubs.volume1en_NZ


Files in this item

This item appears in the following Collection(s)

Show simple item record