• Ei tuloksia

Conclusion and suggestions for future research

Governemental Organizations

6. Conclusion and suggestions for future research

As a conclusion, the conduct of this master’s thesis research has provided a holistic view of the global video game market and helped identify more particularly what is the current state of competitive intelligence in the current Finnish video game industry and how it is practised in factuality, therefore this work has ended up opening on the

58

discovery and identification of several interesting new areas of research in this field, including, for example, the sample size of the survey, since it would be interesting to conduct this kind of work on a larger sample which could produce better results and have a larger global reach. On the other hand, due to the nature of the activity of C.I it is sometimes thought of as an informal activity and thus the exercise of competitive intelligence in an informal way generally in small companies and start-ups that do not have sufficient human and financial resources to set up their own permanent internal structure and therefore this aspect should be studied closely in the near future.

Moreover, I suggest that the segmentation of the work could be made on different layers of market actors and hence it would be useful to conduct research work separately on a segment of companies (large companies, SMEs, and start-ups) in order to make more relevant comparisons and analyse being more in relation with each other. Also, in terms of performance observing the achievements and

usefulness of the function (competitive intelligence) must be studied based on KPIs (keys performance indicator) that must be put in place and checked for their

relevance and effectiveness on recuring timely basis. Finally concerning the social media contribution as a tool, to get in touch with other users it could be said thatthe use of professional social networks could further improve the access to professionals and contacts to its userbase so they can remain relevant in the future and help

students with the development of research based on collaboration with a larger and more open panel of professionals especially in exceptional circumstances such as the current worldwide pandemic health crisis situation.

As previously discussed, the Finnish video gaming industry has been very dynamic in recent years and has generated significant employment and investment. to maintain this exponential growth and compete with the increasingly aggressive Asian and European actors, it is therefore recommended that the sector should strive to innovate regularly in terms of design and usage and keep adapting to the needs of customers around the world as the video gaming industry holds a very lucrative future for compagnies invested in it. Thus, to stay on course, anticipate and avoid surprises and upcoming threats, the sector must equip itself with the means to monitor the competition, the users, the legal and other forms of environments. This knowledge of the global environment will ultimately enable companies to undertake taking strategic decisions that needs to be made in key segments such as products, prices, and distribution activities to serve better the customers that have more become more aware and demands the most advanced products and services.

Overall, to conclude and give a final suggestion, it can be said that if the

generalization of the implementation of the Competitive Intelligence function, may pose initial difficulties because of the cost and the size of the company (start-ups and SMEs), it is however, possible to acquire the required tools at acceptable costs and to mutualize the expenses by providing professionals with competitive intelligence departments which will in term ensure the services on behalf of the members in the form of an annual contributions and therefore contribute to the potential drive of video gaming organizations at maximizing their profits as well as delivering unique offers and refreshing sources of income for this ever-expanding industry .

59 List of references

Accenture. (2021). Gaming the next super platform. https://www.accenture.com/fi-en/insights/software-platforms/gaming-the-next-super-platform. Accessed on 13th May 2021

Aguilar, J., F. (1967). Scanning the business environment, The Journal of Business.

MacMillan, Co., New York, U.S.A. Accessed on 17th May 2021

Arifon, O. (2015). Competitive Intelligence, A definition on achieving market performance, Cogent Business & Management, p119-137. Accessed on 10 June 2021 Ash, J. (2014). Videogames, The Ashgate Research Companion to Media Geographies, (eds.) Ashgate Publishing, London. Accessed on 17th May 2021

Badr, A., Madden, E., & Wright, S. (2006). The Contribution of CI to the Strategic Decision-Making Process: Empirical Study of the European Pharmaceutical Industry, Journal of Competitive Intelligence and Management / Volume 3, Number 4, pp. 15-35. Accessed on 17th May 2021

Bain, M. (2019). Global Intelligence Survey 2019, White Paper. Accessed on 10th June 2021

Bergeron, P., & Hiller, C. A. (2002). Competitive intelligence, Annual Review of Information Science and Technology, Vol. 36, Issue 1, pp 353-390. Accessed on 29th July 2021

Bernhardt, D. (1994). Competitive Intelligence How to acquire and use corporate intelligence and counter-intelligence, “I want it fast, factual, actionable' tailoring competitive intelligence to executive’s needs”, Prentice Hall Financial times.

Bloomington. Accessed on 24th July 2021

Bisson, C., & Barnea, A. (2018). Competitive Intelligence: From being the “eyes and the ears” to becoming “the brain” of companies. http://www.scip.com. Accessed on 17th May 2021

Bose, R. (2008). “Competitive intelligence process and tools for intelligence analysis”

Industrial Management & Data Systems, Vol. 108 No. 4, pp. 510-528. Accessed on 10th June 2021

Bourcier, L. (2012). Game in Progress New Business Models for the Videogame Industry. Accessed on 29th July 2021

Bulger, J., N. (2016). The evolving role of intelligence: migrating from traditional competitive intelligence to integrated intelligence, pp 57-84. Accessed on 29th July 2021

Calof, J., Arcos R., & Sewdass, N. (2017). Competitive Intelligence Practices of European Firms. Accessed on 24th July 2021

60

City of Helsinki & Neogames Finland. (2019). The Baltic Sea Region as a Hotspot for the Game Industry, Part 5. Finland, Helsinki. Accessed on 17th May 2021

Clairfield International. (2018). Gaming Industry Facts, Figures and Trends. Accessed on 29th July 2021

Comai, A. (2016). Competitive Intelligence Expenses: Organizational Characteristics and Environmental Contingencies. Accessed on 24th July 2021

Crayon & SCIP. (2020). State of Competitive Intelligence Report Accessed on 10th June 2021

Crayon. (2017). Guide to Competitive Intelligence Accessed on 22nd May 2021 Crayon. (2019). State of Competitive intelligence Accessed on 22nd May 2021

Davenport, E. (1994). Competitive intelligence and social advantage, School of Library and Information Science, Indiana University. Accessed on 24th July 2021

Du Toit, A., S. (2013). Comparative study of competitive intelligence practices between two retail banks in Brazil and South Africa, Journal of Intelligence Studies in Business 2, pp 30-39. Accessed on 24th July 2021

Dymek, M., & Rehn, A. (2003). Polygonmakarna: Spelbranschens Högteknologiska Upplevelseekonomi. Royal Institute of Technology, Department of Industrial Economics and Management. Stockholm, Sweden. Trita-IEO R, Issue 4. Accessed on 29th July 2021

Eells, R., & Nehemkis, P. R. (1984). Corporate Intelligence and Espionage A Blueprint for Executive, Decision Making, MacMillan Pub. Co, New York. Accessed on 19th June 2021

Ernst & Young Global Limited. (2021). Rebuilding Europe, The cultural and creative economy before and after the COVID-19 crisis. Accessed on 17th May 2021

Ettore, B. (1995). Managing Competitive Intelligence, Management Review, Vol. 84 No. 10, pp. 15-9. Accessed on 19th June 2021

European Games Developer Federation. (2020). Report on the European Games Industry (2018-2020). Accessed on 29th July 2021

Fahey, L. (2009) Learning from the Future: Competitive Foresight Scenarios. ISBN 0-471-30352-6. Accessed on 19th June 2021

Fleisher, C., S. & Bensoussan, B. (2002). Strategic and Competitive Analysis. Prentice Hall. Accessed on 19th June 2021

61

Fleisher, C., S. & Blenkhorn, D. L. (2001). Managing frontiers in competitive intelligence. Quorum Books. Westport. ISBN 1-5-6720 384-1. Accessed on 19th June 2021

Fuld, L., M. (1994). The New Competitor Intelligence: The Complete Resource for Finding, Analysing, and Using Information about Your Competitors. John Wiley. &

Sons, Inc., New York. Accessed on 17th May 2021

Ghoshal, S., & Kim, S. K. (1986). Building effective competitive intelligence systems for competitive advantage. Sloan Management Review, 28,1, pp.49-58. Accessed on 24th July 2021

Global Intelligence Alliance. (2004). Introduction to Competitive Intelligence, GIA White Paper 1/2004. Accessed on 19th June 2021

Gračanin, Š., Kalac E., & Jovanović, D. (2015). Competitive intelligence: importance and application in practice review of innovation and competitiveness. Accessed on 13th May 2021

Groom. J. R., & David, F. R. (2001). Competitive intelligence activity among small firms. SAM Advanced Management Journal. Vol. 66, Issue 1. Accessed on 17th May 202

Hanas, R. (2020). Game industry Report, Oulu Region 2018-2020. Accessed on 29 July 2021

Hannula M., & Pirttimaki, V. (2003). Business intelligence empirical study on the top 50 Finnish companies, Journal of American Academy of Business, Cambridge.

Accessed on 24th July 2021

Helenius, M., Kettunen, P., & Frank, L. (2016). Learnings from the Finnish Game Industry, Conference Paper. Accessed on 13th May 2021

Herring, J. P. (1992). The role of intelligence in formulating strategy. Journal of Business Strategy. ISSN: 0275-6668. Accessed on 19th June 2021

Hiltunen, K. P. & Syvähuoko, S. (2016). Game Industry Statistics of the Nordic Countries and Finland, Nordic, and Finnish Games Industry, Available at:

https://drive.google.com/file/d/0B9myo3d0OqbhSnF3aU0tdHN6cTQ/view, Accessed 13th May 2021

Hoffman, F. (2018) International Journal of Management, Knowledge and Learning, 7(1), 5–18, Available at: www.issbs.si/press/ISSN/2232-5697/7_5-18.pdf, Accessed 13th August 2021

Jenster, P. & Søilenetal, K., S. (2013). The relationship between strategic planning and company performance - A Chinese perspective. Journal of Intelligence Studies in Business. Accessed on 19th June 2021

62

Kahaner, L. (1996). Competitive Intelligence: How to gather, Analyze, and Use information to move your business to the top. First Touchstone Edition. ISBN 0-684-81074-3. Accessed on 29 July 2021

Lackman, K. (2000). Organizing the competitive intelligence function: A Benchmarking Study. Competitive Intelligence Review No. 11, pp.17-27. Accessed on 19th June 2021 Lehto, U. T., & Vepsäläinen, J. (2016). Report on competences and skills needs in the games industry, Finnish National Board of Education Publications. Accessed on 17th May 2021

Mainus, D., Rische, M. C., & Sünner, I. (2020). Exploiting the Cross-Sectoral Potential of the Game Industry Through Political Support at the EU Level, Hamburg Institute of International Economics. Accessed on 19th June 2021

Maune, A. (2014). Competitive intelligence: An exploratory literature review of its positioning, Journal of Governance and Regulation / Volume 3, Issue 4, 61-69.

Accessed on 17th May 2021

Miller, J. (2000). Millennium intelligence: understanding and conducting competitive intelligence in the digital age. Cyberage Book, Medford, New Jersey. Accessed on 29 July 2021

Montgomery, D., B. & Weinberg, C. B. (1979). Toward strategic intelligence systems.

Research Article, Journal of Marketing, Available at:

https://journals.sagepub.com/doi/10.1177/002224297904300405. Accessed on 29 July 2021

Morgan, S., & Michael, S. (2007). Effect of marketing-manufacturing integration on new product development time and competitive. Volume 25, Issue 1, pp. 203-217.

Accessed on 19th June 2021

Neogames. (2019). The employment of game education graduates in Finland from 2016 to 2019, Neogames Finland. Accessed on 19 June 2021

Neogames. (2020). The game industry of Finland, 2015-2020 Reports, Accessed on 29 July 2021

Neogames. (2017). Finnish game industry, Policy recommendation for 2019-2024.

Accessed on 17th May 2021

Neogames. (2020). China, Japan, South Korea, Opportunities for Finnish game developers, Neogames Finland. Accessed on 17 May 2021

Nikolaos T., & Evangelia, F. (2012). Competitive Intelligence: concept, context and a case of its application, Science Journal of Business Management. Accessed on 13th May 2021

63

Pirttimäki, V., & Hannula, M. (2003). Business intelligence empirical study on the top 50 Finnish companies. Journal of American Academy of Business, Cambridge.

ABI/INFORM Global pp. 593. Accessed on 10th June 2021

Pirttimarki, V. (2007). Business intelligence as Managerial Tool in Large Finnish companies, Tampere University of Technology. Accessed on 10th June 2021

Prescott, J., E. (1995). The evolution of competitive intelligence. Association of Proposal Management Professionals Journal. Issue 1999. Accessed on 29 July 2021 Roininen, T. (2013). The Quality of life in the Finnish Game Industry, Jyväskylä.

University of Jyväskylä, Master’s Thesis. Available at:

https://jyx.jyu.fi/bitstream/handle/123456789/42687/URN:NBN:fi:jyu-201312182828.pdf?sequence=1. Accessed on 22nd May 2021.

Rutkowski, E., Marszałkowski J., & Biedermann, S. (2020). The game industry of Poland-Report. Accessed on 29th July 2021

Rykała, P. (2020). The growth of the gaming industry in the context of creative industries, Biblioteka Regionalisty. Regional Journal. Accessed on 10 June 2021 Sharp, S. (2009). Competitive intelligence advantage: how to minimize risk, avoid surprises, and grow your business in a changing world. John Wiley & Sons, Inc., Hoboken, New Jersey. Accessed on 29 July 2021

Syvähuoko, S., & Hiltunen, K. (2016). Game Industry Statistics of the Nordic Countries and Finland. Accessed on 24 July 2021

Tahmasebifard, H. (2018). The role of competitive intelligence and its subtypes.

Accessed on 24th July 2021

Tartu City Government. (2019). Action Plan to Strengthen, Tartu’s Games Industry.

Accessed on 24th July 2021

Taylor, A., & Farrell, S. (1995). Information Management for Business. The Scarecrow Press. Metuchen, New Jersey. Accessed on 29 July 2021

Tekes & Business Finland. (2014). 10 years of funding and networks for the Finnish game industry, Tekes in the game 2004-2014. Accessed on 10 June 2021

Thorén, K., & Pon, B. et al. (2015). Small and beautiful - The ICT success of Finland.

Swedish Governmental Agency for Innovation Systems. ISBN: 978-91-87537-33-2.

Accessed on 29 July 2021

Tyrvainen, T. (2013). Business intelligence Trends in Finland in 2013, Tampere University of Technology. Accessed on 13th May 2021

64

Vella, C., M. & McGonagle, J. J. Jr. (1987). Shadowing markets: A new competitive intelligence technique. Quorum Books. Westport. Vol. 40, No. 4, 537-539. Accessed on 29 July 2021

Vuori, V. (2007). Business Intelligence Activities in Construction Companies in Finland.

A Series of Case Studies, Conference Paper. Accessed on 17th May 2021

Walle, A., H. (1999). From marketing research to competitive intelligence: useful generalization or loss of focus? Management Decision Journal, No. 37, Issue 6, pp.

519-525. Accessed on 29 July 2021

65 Appendix 1. ONLINE QUESTIONNAIRE

1. Company name (optional):

2. Please indicate the size of your company:

3. Startup SMESs Large

4. Please indicate your core business: (more replies possible) Mobile

Personal Computer Console

Other:

5. Please indicate your Revenue:

Less 300.000 Euros

Between 300.000 Euros – 1.000.000 Euros Between 1.000.000 Euros – 5.000.000 Euros More 5.000.000 Euros

6. Do you export your products?

Yes No

7. If yes, please indicate the share of exports in (%) of your revenue:

8. Does your company have a competitive intelligence structure?

Yes No

9. If no, are you planning to launch a CI program within the next year?

Yes No

10. Under which function is Competitive Intelligence placed?

CEO

66

11. How many layers between Head of CI and CEO?

No one 1 2 More

12. If no, are you planning to launch a CI program within the next year?

Yes No

13. Does your company have a formal CI program in place?

Yes No

14. Please indicate reasons for practicing CI: (more replies possible) Industry awareness

Helps the strategic decision Development of new products Development of new technologies Identification of new customer - market Helps tactical activities

15. Does your company have benefited from Competitive Intelligence?

Strongly agree Strongly disagree

Neither agrees nor disagrees

16. Does the investment in CI have paid-off?

Strongly agree Strongly disagree

Neither agrees nor disagrees

17. The decision-making with CI program is efficient?

Strongly agree Strongly disagree

Neither agrees nor disagrees

18. How many people have CI as their primary job?

None 1 to 3 4 to 10

67 More than 10

19. Time spent on regular CI deliverables:

Regular Ad-hoc

20. How is CI work distributed?

Centralized Decentralized Outsourced

21. What is the average budget allocated to CI function (excluding HR costs?) Less 50.000 Euros

60.000 To 100.000 Euros 100.000 To 500.000 Euros More 500.000 Euros

22. How will investments in CI develop over the next two years?

Increase significantly Decrease significantly Remain the same

23. Does the current education system allow the sufficient and qualified human resources for your sector?

Yes No

24. Does your activity receive support from public authorities in terms of funding and international promotion?

Yes No

25. If not, what are your recommendations to strengthen your activity and support your internationalization?

Thank you for your time and consideration all the collected data will be

processed according to the university of eastern Finland rules and regulations.

68 Appendix 2. LIST OF COMPANIES IN FINLAND

3rd Eye Studios

69

70

71