Content area

Abstract

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.

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Title
Trade-in marketing strategies in gaming industry: The effect of digital transformation
Author
Feng, Zhangwei 1   VIAFID ORCID Logo  ; Luo, Na 2   VIAFID ORCID Logo  ; Wu, Sihong 3   VIAFID ORCID Logo  ; Yan, Zheng Joseph 3   VIAFID ORCID Logo 

 Ningbo University, School of Business, Ningbo, China (GRID:grid.203507.3) (ISNI:0000 0000 8950 5267) 
 Dongbei University of Finance & Economics, School of Public Administration, Dalian, China (GRID:grid.443360.6) (ISNI:0000 0001 0239 1808) 
 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) 
Publication title
Electronic Markets; Heidelberg
Volume
35
Issue
1
Pages
58
Publication year
2025
Publication date
Dec 2025
Publisher
Springer Nature B.V.
Place of publication
Heidelberg
Country of publication
Netherlands
ISSN
10196781
e-ISSN
14228890
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Online publication date
2025-06-27
Milestone dates
2025-05-16 (Registration); 2024-09-06 (Received); 2025-05-16 (Accepted)
Publication history
 
 
   First posting date
27 Jun 2025
ProQuest document ID
3224722623
Document URL
https://www.proquest.com/scholarly-journals/trade-marketing-strategies-gaming-industry-effect/docview/3224722623/se-2?accountid=208611
Copyright
Copyright Springer Nature B.V. Dec 2025
Last updated
2025-11-07
Database
ProQuest One Academic