Abstract

Digital technologies and in particular the prevalence of mobile devices and high speed mobile data networks enable new entertainment products such as location-based games (LBGs). Several LBGs have managed to attract and retain over 100 million active users (e.g., Pokemon Go, Jurassic World Alive); thus affecting mobile consumer behavior and the entertainment industry. The objective of this study is to analyze the impact of LBGs on three of the most popular entertainment products: Cinema, TV and PC-based online gaming using the market introduction of Pokemon Go as intervention. Our results show that LBGs possess a highly disruptive potential for the entertainment industry and can substitute as well as complement other entertainment products. We quantify the impact of LBGs on cinema attendance, TV viewership, and PC online game usage and derive implications for entertainment managers, advertisers, game developers, as well as local stores.

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