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is the cost of the console. Various monetization models have been attempted to
increase overall market share. At first, Google attempted to take a more traditional
approach, selling individual pieces of software in their in-browser application for users
to purchase individually and play (Grunin & Gonzalez, 2020). This approach raised
serious concerns with consumers, as the games were priced as high as their physical
counterparts on console competitors Xbox, PlayStation, and Nintendo. The literature
shows that most individuals do not tend to value digital goods as highly as they do
physical goods (Atasoy & Morewedge, 2018). Reasons for this include a lack of
sense of ownership and perceived control, which the authors conclude to have a
moderating effect on the relationship between digital value perception and the
consumer’s willingness to buy digital goods. This mismatch in market expectations
and the offering of Google resulted in overall low traction and heavy upkeep costs,
causing the venture to shut down in early 2023 (Gerken, 2023).
Microsoft took a different approach in monetizing their cloud gaming platform
‘’X-cloud’’ by offering users a servitization-based model. Servitization is known as the
transition from selling physical goods, to selling a service that achieves the same end
goal for the consumer, in this case, entertainment through interactive media
(Kohtamäki et al., 2019). For a monthly subscription, players could enjoy a variety of
software through cloud streaming. This approach worked better due to a multitude of
factors: firstly, the advantage of being an already established brand in an industry
cannot be understated. The first thing prospective new consumers will notice about a
product is whether or not they recognize the brand and whether or not they already
have experience with it. If the brand is recognized consumers will identify the product
and/or service as being a less risky investment than a competing alternative offered
by unknown competitors (Moisescu, 2009). Secondly, the servitization-only nature of
the offering makes for a more cohesive value proposition that this is indeed a service
that is being provided, not a product being sold. Microsoft was able to communicate
its value proposition more convincingly by making this distinction clear with its
comparatively more affordable monthly subscription model (Martin et al., 2019). This
has resulted in Microsoft becoming the industry leader in the cloud gaming market,
having a total share of between 60-70% and becoming the only real viable option for
consumers after Google dropped out of the market after the failure of its Stadia
platform (Wituschek, 2023).