Impact of Employee Stock Ownership Plans on Productivity in Video Game Companies

Author:

Łabędzki Rafał1,Gadomski Przemysław2,Multaniak Paweł3

Affiliation:

1. Instytut Kapitału Ludzkiego SGH Warsaw School of Economics Al. Niepodległości 162 02-554 Warsaw, POLAND

2. Greenlite Media and Greenlite Embedded Systems ul. Osmanska 11 02-823 Warsaw, POLAND

3. FIGURES Kancelaria Rachunkowa ul. Towarowa 35 61-896 Poznań, POLAND

Abstract

The article deals with the importance of ESOPs (employee stock option plan) for the motivation of key employees of companies producing and publishing computer games. The conducted literature review led to the identification of a motivation model that explains how ESOPs can affect the motivation of employees in this industry. An analysis of the available studies on the importance of ESOPs for employee motivation revealed the existence of at least one key success factor of ESOPs—psychological ownership. The empirical study includes an ESOP analysis of five computer game companies listed on the Warsaw Stock Exchange in terms of changes in the dynamics of employee productivity caused by an ESOP. One of the most important discoveries is the relationship between productivity and the structure of the ESOP, in particular the percentage of company shares that were offered to its participants.

Publisher

World Scientific and Engineering Academy and Society (WSEAS)

Subject

Economics and Econometrics,Finance,Business and International Management

Reference44 articles.

1. Sobociński, M., Chłąd, M., & Lewandowska, K., Aktualne problemy i wyzwania w branży gier wideo, Economics Studies, Vol.254, 2016, pp. 190–199.

2. 2020 Essential Facts About Video Games Industry, Entertainment Software Association, 2020.

3. Wijman, T., The World's 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020

4. The Market Will Surpass $200 Billion by 2023, Newzoo, 2020. https://newzoo.com/insights/articles/newzoogames-market-numbers-revenues-andaudience-2020-2023/

5. Video Games in the US—Employment Statistics 2003–2026, IBISWorld—Industry Market Research, Reports, and Statistics, 2020. https://www.ibisworld.com/industrystatistics/employment/video-games-unitedstates

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