Affiliation:
1. Toronto Metropolitan University, Canada
2. University of Toronto Scarborough, Canada
Abstract
The last decade has seen a rapid growth of service-based offerings – also known as Game-as-a-Service or GaaS – in the video game industry, among which are some of the most popular franchises, such as Fortnite or League of Legends. Yet, even though these games are designed to be played and supported for an indefinite period of time, many studios have recently chosen to curtail services after introducing them, making for unclear outlooks on the future of this business model. Hence, based on secondary sources – including company documents, industry press and dedicated player forums – this multiple case study sets out to investigate the reasons behind studios’ decision to discontinue parts of five popular GaaS. Three main motives for withdrawing services emerge from the cases. Namely, rather than supporting services, studios decide to (1) attend to the company, to (2) attend to players and (3) to attend to the core product itself. The results contribute to the nascent GaaS literature, in particular with respect to business models and product-life cycle considerations. Implications for studios are offered in closing.