Technologie przełomowe i rozwiązania biznesowe sektora gier wideo w kontekście gospodarki cyfrowej
DOI:
https://doi.org/10.15611/pn.2026.2.04Słowa kluczowe:
gospodarka cyfrowa, sektor gier video, transfer wiedzy, technologie przełomoweAbstrakt
Cel: Celem artykułu jest identyfikacja i charakterystyka wybranych technologii oraz modeli biznesowych rozwijanych w sektorze gier wideo w kontekście ich potencjału zastosowania w procesach transformacji cyfrowej oraz możliwości adaptacji poza przemysłem rozrywkowym. Analiza koncentruje się na określeniu, w jakich obszarach rozwiązania rozwijane i udoskonalane w środowisku gier znajdują zastosowanie w innych sektorach gospodarki. Przedmiotem badania są zarówno narzędzia technologiczne (VR/AR, sztuczna inteligencja, chmura obliczeniowa), jak i modele organizacyjno-rynkowe (gra jako usługa, mikrotransakcje, modele subskrypcyjne i wczesny dostęp).
Metodyka: Zastosowano podejście eksploracyjne, obejmujące analizę literatury naukowej (Scopus) oraz publikacji branżowych, uzupełnioną przeglądem przykładów wykorzystania technologii i modeli biznesowych. Wykorzystano mapowanie porównawcze, pozwalające na identyfikację pól zastosowań w sektorze gier oraz ich odpowiedników poza nim.
Wyniki: Analiza wskazuje na szerokie spektrum zastosowań technologii VR/AR, sztucznej inteligencji oraz rozwiązań chmurowych w edukacji, ochronie zdrowia, administracji publicznej i przemyśle. Modele biznesowe wypracowane i udoskonalane w sektorze gier, takie jak mikrotransakcje lub subskrypcje, znalazły swoje odpowiedniki w sektorach usług cyfrowych, mediów strumieniowych czy oprogramowania. Wyniki nie przesądzają o tym, że sektor gier jest pierwotnym źródłem tych technologii, jednak potwierdzają jego rolę jako środowiska intensywnego testowania, skalowania i komercjalizacji rozwiązań o wysokim potencjale adaptacji.
Implikacje i rekomendacje: Wyniki mogą stanowić podstawę do dalszych badań nad transferem wiedzy i rozwiązań pomiędzy sektorami oraz nad rolą sektorów kreatywnych w procesach cyfryzacji. Zaleca się rozwój badań empirycznych nad skalą adaptacji technologii „pochodzących z gier” oraz analizę efektywności modeli biznesowych w środowiskach spoza branży gamingowej.
Oryginalność/wartość: Artykuł proponuje strukturalne ujęcie synergii między sektorem gier wideo a innymi obszarami gospodarki cyfrowej. Wartość badawcza polega na systematyzacji wiedzy o technologicznych i modelowych rozwiązaniach rozwijanych w sektorze gier oraz ich potencjale adaptacyjnym, co wypełnia lukę w literaturze dotyczącej międzysektorowej dyfuzji praktyk cyfrowych.
Pobrania
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Prawa autorskie (c) 2026 Piotr Rykała

Utwór dostępny jest na licencji Creative Commons Uznanie autorstwa – Na tych samych warunkach 4.0 Miedzynarodowe.
Accepted 2026-01-14
Published 2026-06-30








