چكيده به لاتين
Production of digital games is a type of business which will not survive for a long time unless the ultimate goal of game makers regard it as a part of the industry to achieve their interests and profit, like what other companies in other industries do. Hence, the active companies in all kinds of industries have always tried to achieve the survival and growth, thus they can earn more income and interest. Like many other industries, those people who are active in digital games industry have considered the economic issues, and changes and volatility in market which are raised from the audience's mindset and diversity as well as customer buying power will affect their activity. Design of the business model will help executives of these companies to understand the various aspects of the commercialization process of new ideas better and apply it to their companies. Although many people who are active in game industry indicated that they are following this industry because of its pleasure or they try to provide a resume in the field of information technology, they will not be successful in their competition with other opponents if the essential money is not prepared and the capital is not returned. Therefore, they will not create new ideas, their audiences will be reduced and the company will face failure. Therefore, emphasizing on the operational model can be regarded as a leading model in the business which can increase the success of this industry. The present study tries to provide a framework for game companies to achieve the success in the business. This qualitative and quantitative study has used the structural equation models. In the qualitative section, semi-structured interviews were conducted with 21 experts and game makers of the country. It was shown that the results of the interview conducted on the basis of the grounded theory are effective and they are compatible and complementary with the primary model of the research. The questionnaire was completed by 104 gamers of the country. Then the final model was tested for the participants. Therefore, the results provided some suggestions for the companies which are active in digital game industry.