Trade-in marketing strategies in gaming industry: The effect of digital transformation

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Publicado en:Electronic Markets vol. 35, no. 1 (Dec 2025), p. 58
Autor principal: Feng, Zhangwei
Otros Autores: Luo, Na, Wu, Sihong, Yan, Zheng Joseph
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Springer Nature B.V.
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045 2 |b d20251201  |b d20251231 
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100 1 |a Feng, Zhangwei  |u Ningbo University, School of Business, Ningbo, China (GRID:grid.203507.3) (ISNI:0000 0000 8950 5267) 
245 1 |a Trade-in marketing strategies in gaming industry: The effect of digital transformation 
260 |b Springer Nature B.V.  |c Dec 2025 
513 |a Journal Article 
520 3 |a The gaming industry is undergoing a significant digital transformation. Gaming firms are thus incentivized to reassess the key areas in their business operations, such as the trade-in marketing offerings. We investigate two primary trade-in marketing strategies adopted by gaming firms, namely, trading physical copies of old games for physical copies of new games (TON) and trading physical copies of old games for digital copies of games (TOD). We employ multi-objective mathematical optimization models incorporating consumer preferences, government interventions, and impacts of digital transformation. Key findings include (1) when the publisher cannot observe digital-preferred consumers in the game market, enhancing the acceptance of digital copies and increasing service efforts for ordinary consumers are beneficial for boosting demand; (2) government-subsidized trade-in options can drive both gaming firms and consumers toward TOD; (3) when facing a high proportion of digital-preferred consumers, if government subsidies are low or require additional service efforts, the publisher may consider abandoning the TON or TOD strategies; and (4) when government identified a large proportion of digital-preferred consumers, providing a certain amount of government subsidies aimed at nudging the digital transformation can both increase consumer surplus and publishers’ profit. Our study enriches the literature by shedding light on the interplay between digital transformation, consumer preferences, and regulatory frameworks and offers valuable insights for policymakers and managers seeking to promote sustainability on the digital economy. 
653 |a Consumer behavior 
653 |a Computer & video games 
653 |a Games 
653 |a Companies 
653 |a Government 
653 |a Policy making 
653 |a Multiple objective analysis 
653 |a Corporate profits 
653 |a Consumers 
653 |a Government subsidies 
653 |a Optimization models 
653 |a Subsidies 
653 |a Value creation 
653 |a Market segments 
653 |a Marketing 
653 |a Transformation 
653 |a Digital transformation 
653 |a Sustainability 
653 |a Preferences 
653 |a Optimization 
653 |a Literature reviews 
653 |a Digital technology 
653 |a Market strategy 
653 |a Circular economy 
653 |a Trade 
653 |a Strategies 
653 |a Mathematical models 
653 |a Economic 
700 1 |a Luo, Na  |u Dongbei University of Finance & Economics, School of Public Administration, Dalian, China (GRID:grid.443360.6) (ISNI:0000 0001 0239 1808) 
700 1 |a Wu, Sihong  |u University of Auckland Business School, Auckland CBD, Department of Management and International Business, Auckland, New Zealand (GRID:grid.9654.e) (ISNI:0000 0004 0372 3343) 
700 1 |a Yan, Zheng Joseph  |u University of Auckland Business School, Auckland CBD, Department of Management and International Business, Auckland, New Zealand (GRID:grid.9654.e) (ISNI:0000 0004 0372 3343) 
773 0 |t Electronic Markets  |g vol. 35, no. 1 (Dec 2025), p. 58 
786 0 |d ProQuest  |t ABI/INFORM Global 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3224722623/abstract/embedded/L8HZQI7Z43R0LA5T?source=fedsrch 
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