Disruptive Technologies and Business Models from the Video Game Sector in the Context of the Digital Economy

Authors

DOI:

https://doi.org/10.15611/pn.2026.2.04

Keywords:

digital economy, video game industry, knowledge transfer, disruptive technologies

Abstract

Aim: The aim of this article is to identify and characterize selected technologies and business models developed within the video game sector in the context of their potential application in digital transformation processes and their adaptability beyond the entertainment industry. The analysis focuses on determining the areas in which solutions developed and refined in gaming environments find applications in other sectors of the economy. The study covers both technological tools (VR/AR, artificial intelligence, cloud computing) and organizational-market models (game as a service, microtransactions, subscription models, and early access).

Methodology: An exploratory approach was employed, combining an analysis of scientific literature (Scopus) and industry publications with a review of examples illustrating the use of technologies and business models. Comparative mapping was used to identify application areas within the gaming sector and their counterparts outside it.

Results: The analysis indicates a wide range of applications for VR/AR technologies, artificial intelligence, and cloud-based solutions in education, healthcare, public administration, and industry. Business models developed and refined in the gaming sector, such as microtransactions or subscriptions, have found counterparts in digital services, streaming media, and software sectors. While the findings do not imply that the gaming sector is the primary origin of these technologies, they do confirm its role as an environment for intensive testing, scaling, and commercialization of solutions with high adaptive potential.

Implications and recommendations: The results may serve as a basis for further research on the transfer of knowledge and solutions across sectors and on the role of creative industries in digitalization processes. Further empirical studies on the scale of adaptation of “game-derived” technologies and analyses of the effectiveness of business models outside the gaming industry are recommended.

Originality/value: The article proposes a structural perspective on the synergy between the video game sector and other areas of the digital economy. Its scholarly value lies in systematizing knowledge on technological and model-based solutions developed within the gaming sector and their adaptive potential, thereby filling a gap in the literature on cross-sectoral diffusion of digital practices.

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2026-06-30

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Received 2025-07-03
Accepted 2026-01-14
Published 2026-06-30