Designing a framework of barriers and solutions for the mobile games internationalization
Tajbakhsh, Mohammad (2022)
Tajbakhsh, Mohammad
2022
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022112023223
https://urn.fi/URN:NBN:fi:amk-2022112023223
Tiivistelmä
This research examines and presents solutions, strategies, and policies from the point of view of experts and leading companies in the mobile games industry to increase the presence of this industry in global markets.
According to the researcher's 5-year experience in this field, opinions, and daily exposure to the complexities of the game industry, the internationalization of the game industry is chosen for research and aims to find the obstacles to the internationalization of smart mobile games with qualitative research approach and descriptive-analytical method and interview experts and manufacturers of mobile games and review the documents and texts written in this field.
The subjects obtained from the text of the interviews were categorized into 4 Global Themes, "game-related factors, company-related factors, market-related factors, and customer-related factors". Ten Organizing themes were extracted, among which can be referred to as "inappropriate game quality", "lack of proper foreign marketing strategy" and "lack of experience in the field of activity in the international game market".
According to the researcher's 5-year experience in this field, opinions, and daily exposure to the complexities of the game industry, the internationalization of the game industry is chosen for research and aims to find the obstacles to the internationalization of smart mobile games with qualitative research approach and descriptive-analytical method and interview experts and manufacturers of mobile games and review the documents and texts written in this field.
The subjects obtained from the text of the interviews were categorized into 4 Global Themes, "game-related factors, company-related factors, market-related factors, and customer-related factors". Ten Organizing themes were extracted, among which can be referred to as "inappropriate game quality", "lack of proper foreign marketing strategy" and "lack of experience in the field of activity in the international game market".