Minecraft and the Resource-Scarcity Advantage

F. Xavier Olleros, Minecraft and the resource-scarcity advantage, dans J. Bellemare, S. Carrier, K. Nielsen and F.T. Piller, (eds.), Managing Complexity: Proceedings of the 8th World Conference on Mass Customization, Personalization and Co-creation, Springer International, 2016, 367-378.

8 Pages Posted: 15 Oct 2018

Date Written: October 20, 2015

Abstract

This paper tries to shine a light on the seemingly paradoxical role of resource scarcity as help, rather than hindrance, to innovation. It does so by showing that Minecraft’s remarkable success has been the result of a fertile set of design and business model choices, some of which were due to the typical constraints that weigh on an innovator who is short of time and money. First, by contrasting the phenomenal success of Minecraft with the disappointing performance of Second Life, I will show that Minecraft’s design and business model were exceptionally good. Then, by contrasting Minecraft’s success with LEGO Universe’s dismal failure, I will show that such optimal choices were partly due to the scarcity of time and money that Markus Persson, Minecraft’s creator, was working under during the critical months of his game’s initial development. The paper ends with some strategic implications of my argument.

Keywords: innovation, customization, videogame, game design, business model, startup, scarcity, Minecraft

Suggested Citation

Olleros, F. Xavier, Minecraft and the Resource-Scarcity Advantage (October 20, 2015). F. Xavier Olleros, Minecraft and the resource-scarcity advantage, dans J. Bellemare, S. Carrier, K. Nielsen and F.T. Piller, (eds.), Managing Complexity: Proceedings of the 8th World Conference on Mass Customization, Personalization and Co-creation, Springer International, 2016, 367-378., Available at SSRN: https://ssrn.com/abstract=3253912

F. Xavier Olleros (Contact Author)

ESG-UQAM ( email )

Case postale 8888
Succursale Centre-ville
Montreal, Quebec H3C 3P8
Canada

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