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| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | PUNIA, VISHAL KUMAR | - |
| dc.contributor.author | Agrawal, Saurabh (supervisor) | - |
| dc.date.accessioned | 2026-10-07T04:33:01Z | - |
| dc.date.available | 2026-10-07T04:33:01Z | - |
| dc.date.issued | 2026-09 | - |
| dc.identifier.uri | http://dspace.dtu.ac.in:8080/jspui/handle/repository/23162 | - |
| dc.description.abstract | This study focuses on the history of the world-wide gaming sector from platform-dependent game design to today's revenue-oriented systems with special emphasis on the pivotal impact of User-Generated Content (UGC), cloud computing, and Artificial Intelligence (AI) on the industry. The study was carried out in accordance with the requirements of M.B.A at Delhi Technical University under the supervision of DR Saurabh Agarwal. The time frame covered by this research project is from 2025 to 2026. The main objectives that guided this study include: to outline the development of business models within the gaming industry throughout the past several decades (from the 1970s till now); to discuss the way that UGC channels have introduced new revenue streams and helped turn players into creators; to explore the part that cloud gaming plays in eliminating dependence on hardware and facilitating the shift to a subscription model; and to address AI applications in dynamic monetization. Qualitative research design was used in combination with mixed methods for this study. Data collection occurred on three channels: secondary sources involving financial documents of Roblox Corporation and NVIDIA for the period from 2020 to 2025, industry insights from Newzoo and Bain & Company, and technological whitepapers from IEEE Xplore; primary data using semi-structured interviews with 12 industry experts who included UGC creators, cloud gaming product managers, AAA studios heads, industry analysts, and game critics; and observation data through personal experiences with playing Roblox Studio, GeForce NOW, and Rainbow Six Siege platforms with more than 110 hours of play time. Each participant gave written consent before being interviewed, while data from Reddit user reviews was anonymized (n=650 posts). Here are the main takeaways from the research conducted: First, monetization has evolved from being a single revenue source (sales of games) to becoming a stacked model that includes virtual currencies, subscription models, ads, battle passes, and cosmetic stores. The bookings generated by Roblox under the stacked model came up to $5.9 billion by 2025. Secondly, user-generated content leads to infinite player engagement, but extremely concentrated revenues, as the top 0.1% of all Roblox users earn 48% of the total payments, while the bottom 90% of users earn only 12%. Thirdly, cloud gaming eliminates the hardware cost, but introduces a latency tax and hence works for about 80% of gamers, and social functionality appears to be the ultimate use case; according to Discord stats, the gameplay sessions increased seven times in cases where the game was played with one's friends. Lastly, AI is best suited as a friction minimizer and is most successful in generating content (minutes instead of days), moderating posts (processing 20,000 uploads per hour) and compensating for the latency gap. Fifth, although platform power continues, the locus of such power has changed from console makers to ecosystem enablers such as Roblox and cloud providers like NVIDIA. Sixth, AAA game transformation involves investment simultaneously in infrastructure (testing servers), delivery cadence (continuous delivery), and culture (products to services). Seventh, regulation in terms of children's safety laws, virtual currencies, and AI manipulation constitutes the biggest threat in an unstructured way to existing monetization strategies. Eighth, there is no one-size-fits-all business model for games; the ecosystem approach works well for social, evolving, and customizable rather than linear games. Key takeaways from this report include the fact that today’s gaming industry is not just producing products but complete eco-systems of engagement and competing with other forms of digital entertainment for the limited resource of human attention. Recommendations for strategy include increasing creator share to between 40-50%, including social discovery, adopting hybrid monetization models, investing in artificial intelligence with human moderation, right sizing investments in accordance with the audience size, and self regulation. | en_US |
| dc.language.iso | en | en_US |
| dc.relation.ispartofseries | TD-9246; | - |
| dc.subject | GAMING INDUSTRY EVOLUTION | en_US |
| dc.subject | USER-GENERATED CONTENT | en_US |
| dc.subject | USER-GENERATED CONTENT | en_US |
| dc.subject | CLOUD GAMING | en_US |
| dc.subject | ARTIFICIAL INTELLIGENCE | en_US |
| dc.subject | MONETIZATION MODELS | en_US |
| dc.subject | PLATFORM ECOSYSTEMS | en_US |
| dc.subject | AAA TRANSFORMATION | en_US |
| dc.title | EVOLUTION OF THE GAMING INDUSTRY: FROM PLATFORM-BASED MODELS TO MONETIZATION-DRIVEN ECOSYSTEMS POWERED BY UGC, CLOUD GAMING, AND AI | en_US |
| dc.type | Thesis | en_US |
| Appears in Collections: | MBA | |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Vishal Kumar Punia DMBA.pdf | 1.64 MB | Adobe PDF | View/Open | |
| Vishal Kumar Punia PLAG.pdf | 1.4 MB | Adobe PDF | View/Open |
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