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Case
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Reference no. 9-720-380
Published by: Harvard Business Publishing
Originally published in: 2019
Version: 29 October 2019
Revision date: 12-Nov-2019
Length: 32 pages
Data source: Published sources

Abstract

Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store's competitive advantage was its revenue-sharing policy that was more generous to developers. Early successes revealed Epic Games' potential as a new distribution platform. After serving two sides of a market exceptionally well - game developers through Unreal Engine and individual users through hit-games such as Fortnite - could Epic Games become a PC-games distribution platform in the rapidly-changing video games industry?
Size:
> 1 billion; Small
Other setting(s):
2018

About

Abstract

Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store's competitive advantage was its revenue-sharing policy that was more generous to developers. Early successes revealed Epic Games' potential as a new distribution platform. After serving two sides of a market exceptionally well - game developers through Unreal Engine and individual users through hit-games such as Fortnite - could Epic Games become a PC-games distribution platform in the rapidly-changing video games industry?

Settings

Size:
> 1 billion; Small
Other setting(s):
2018

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