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Year of publication
Subject
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Video game industry 168 Computerspieleindustrie 164 Computerspiel 108 Video game 104 video game industry 31 Innovation 25 USA 22 United States 21 Network economics 18 Netzwerkökonomik 18 New product development 16 Produktentwicklung 16 Innovation management 15 Innovationsmanagement 15 Computerspielindustrie 14 Deutschland 13 Germany 13 Consumer behaviour 11 Konsumentenverhalten 11 Creative industries 10 Customer integration 10 Kundenintegration 10 Branchenentwicklung 9 Business model 9 Geschäftsmodell 9 Kreativsektor 9 Sector development 9 Arbeitsbedingungen 8 Betriebliche Wertschöpfung 8 Business start-up 8 IT professionals 8 IT-Berufe 8 Theorie 8 Theory 8 Unternehmensgründung 8 Value creation 8 Digital platform 7 Digitale Plattform 7 Vertical integration 7 Working conditions 7
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Online availability
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Undetermined 76 Free 58 CC license 4
Type of publication
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Book / Working Paper 104 Article 88 Other 1
Type of publication (narrower categories)
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Article in journal 73 Aufsatz in Zeitschrift 73 Graue Literatur 13 Non-commercial literature 13 Aufsatz im Buch 10 Book section 10 Working Paper 9 Arbeitspapier 8 Hochschulschrift 8 Collection of articles of several authors 5 Sammelwerk 5 Case study 3 Conference paper 3 Fallstudie 3 Konferenzbeitrag 3 Thesis 3 Amtliche Publikation 1 Aufsatzsammlung 1 Collection of articles written by one author 1 Market information 1 Marktinformation 1 Sammlung 1 research-article 1
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Language
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English 161 Undetermined 18 German 13 French 1
Author
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Cox, Joe 9 Kaimann, Daniel 7 Mehouachi, Chahira 7 Boschma, Ron 5 Kretschmer, Tobias 5 Cohendet, Patrick 4 Derdenger, Timothy 4 Perret, Véronique 4 Prescott, Julie 4 Teipen, Christina 4 Anderie, Lutz 3 Claussen, Jörg 3 De Vaan, Mathijs 3 Frenken, Koen 3 Inoue, Yuki 3 Ishihara, Masakazu 3 Rietveld, Joost 3 Simon, Laurent 3 Tsujimoto, Masaharu 3 Zackariasson, Peter 3 Balland, Pierre-Alexandre 2 Barczak, Gloria 2 Billings, Andrew C. 2 Bulut, Ergin 2 Czarnota, Jedrzej 2 Davidovici-Nora, Myriam 2 Dymek, Mikolaj 2 Garleanu, Nicolae 2 Gidley, Devon 2 Gil, Ricard 2 Gong, Huiwen 2 Grandadam, David 2 Gretz, Richard T. 2 Hahn, Sabine 2 Hamouti, Rhizlane 2 Herstatt, Cornelius 2 Ikuine, Fumihiko 2 Jennings, P. Devereaux 2 Lampel, Joseph 2 McGurren, Julie Elizabeth 2
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Institution
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HAL 3 Université Paris-Dauphine (Paris IX) 3 Disciplinegroep Economische Geografie, Faculteit Ruimtelijke Wetenschappen 2 Erasmus Research Institute of Management (ERIM), ERIM is the joint research institute of the Rotterdam School of Management, Erasmus University and the Erasmus School of Economics (ESE) at Erasmus University Rotterdam. 2 Erasmus Research Institute of Management (ERIM), Erasmus Universiteit Rotterdam 2 Fachbereich für Wirtschaftswissenschaften, Universität Paderborn 2 IGI Global 2 Springer Fachmedien Wiesbaden 2 Australien / Parliament / Senate / Environment and Communications References Committee 1 Bureau d'Économie Théorique et Appliquée (BETA), Université de Strasbourg 1 Centre National du Cinéma et de l'Image Animée 1 DRUID, Copenhagen Business School, Department of Industrial Economics and Strategy/Aalborg University, Department of Business Studies 1 Department Volkswirtschaftslehre, Fachbereich für Wirtschaftswissenschaften 1 Department of Business Economics and Public Policy, Kelley School of Business 1 Ecorys 1 Europäische Kommission / Generaldirektion Kommunikationsnetze, Inhalte und Technologien / Unit Audiovisual Industry & Media Support Programmes 1 Goethe-Universität Frankfurt am Main 1 Hamac Conseils 1 Humboldt-Universität zu Berlin 1 KEA European Affairs <Brüssel> 1 National Bureau of Economic Research 1 Nomos Verlagsgesellschaft 1 OECD 1 Organisation for Economic Co-operation and Development 1 Oxford Economics Ltd. 1 Springer-Verlag GmbH 1 Technische Universität Berlin 1
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Published in...
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Technological forecasting & social change : an international journal 6 Journal of business research : JBR 5 Economics Papers from University Paris Dauphine 3 International journal of innovation management 3 Journal of economic geography 3 Post-Print / HAL 3 Springer eBook Collection 3 SpringerLink / Bücher 3 Technovation : the international journal of technological innovation, entrepreneurship and technology management 3 Advances in human and social aspects of technology (AHSAT) book series 2 CIE working paper series 2 ERIM Report Series Research in Management 2 Industry and innovation 2 Management science : journal of the Institute for Operations Research and the Management Sciences 2 Managerial and decision economics : MDE ; the international journal of research and progress in management economics 2 Papers in Evolutionary Economic Geography (PEEG) 2 Premier reference source 2 Quantitative Marketing and Economics 2 Research 2 Research Paper / Erasmus Research Institute of Management (ERIM), ERIM is the joint research institute of the Rotterdam School of Management, Erasmus University and the Erasmus School of Economics (ESE) at Erasmus University Rotterdam. 2 Routledge advances in management and business studies 2 Routledge research in sport, culture and society 2 Studies in new media 2 Working Papers Dissertations 2 Academy of Management journal : AMJ 1 Asian cultural studies: transnational and dialogic approaches 1 Australasian marketing journal 1 BJIR : an international journal of employment relations 1 Bonn Econ Discussion Papers / BGSE 1 Business history review 1 Business model innovation in creative and cultural industries 1 Central European Management Journal 1 Conference proceedings trends in business communication 2016 1 Creativity and innovation management 1 Croatian review of economic, business and social statistics : CREBSS 1 DRUID Working Papers 1 Digital disruptive innovation 1 Digitale Dämmerung : die Entmaterialisierung der Medienwirtschaft 1 Discussion paper 1 EBL-Schweitzer 1
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Source
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ECONIS (ZBW) 169 RePEc 21 BASE 1 EconStor 1 Other ZBW resources 1
Showing 1 - 50 of 193
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Performance analysis of the Croatian video game industry : expansion amidst the COVID-19 pandemic
Žmuk, Berislav - In: Croatian review of economic, business and social … 10 (2024) 1, pp. 13-26
The Croatian video game industry demonstrated substantial growth amid the challenges posed by the COVID-19 pandemic. A descrip- tive statistics approach was utilized, encompassing all enterprises in the Croatian video game industry. Statistical tests for proportions sig- nificance were then...
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Effects of user community sensing capability in digital product innovation : evidence from the video game industry
Ek, Peter; Sörhammar, David - In: International journal of innovation management : IJIM 26 (2022) 1, pp. 1-30
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Ist es Spiel oder Arbeit? : in der Videospielindustrie werden Kinder zu Mitentwickler:innen - ohne klare Regelungen
Ferdinand, Jonas; Fitterer, Sarah; Greb, Maximilian - 2024
Die Verknüpfung von Spiel und Arbeit, Playbour genannt, ist für das Geschäftsmodell von großen Computerspiel-Plattformen zentral. Für die oft minderjährigen Nutzer:innen kann diese Verknüpfung von Spiel und Arbeit Probleme und Risiken aufwerfen. Es bedarf neuer Regulierungen zum Schutz...
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The dark side of social relationships : the context of the video game industry
Czernek-Marszałek, Katarzyna; Klimas, Patrycja; … - In: International journal of management and economics 60 (2024) 2, pp. 89-107
Paper's objectives: The paper aims to explore the negative impacts of social relationships (SR) on business activity. As a research context, the video game industry (VGI) and the video game developers' (VGDs) relationships are analyzed. Design/methods: 17 semistructured in-depth interviews and 1...
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What we know and do not know about video games as marketers : a review and synthesis of the literature
Akpınar, Ayhan; Tiltay, Muhammet Ali - In: International journal of electronic marketing and … 15 (2024) 6, pp. 733-766
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Game On : The Interplay between Celebrity Endorsements and Peer Networks in the Video Game Industry
Vijayaraghavan, Sriniketh; Arora, Neeraj - 2023
This paper examines how celebrity endorsement and peer influence affect video game usage and sales using data from a large social network. To investigate these phenomena, we constructed a four-year longitudinal panel dataset of 1.2 million video game players from the popular game Dota 2. We...
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How to measure the impact of overseas M&A on the UK video games industry
Oxford Economics Ltd. - 2023
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IP box effects in the gaming industry
Białek-Jaworska, Anna; Teterycz, Agnieszka; Sichel, … - In: Central European Management Journal 31 (2023) 3, pp. 291-325
Purpose This paper aims to verify how the intellectual property (IP) box affects firms' effective tax rate, growth and innovation activity outcomes related to intellectual property rights. Design/methodology/approach Implementing the innovation box regimes into the tax system intends to...
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Understanding the value of a European video games society : final report
Ecorys; KEA European Affairs <Brüssel>; Europäische … - 2023 - 1st edition
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The role of multi-sided business models in managing creative ecosystems : the case of the online video game industry
Gandia, Romain; Parmentier, Guy - In: Business model innovation in creative and cultural …, (pp. 89-109). 2025
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Esports Industry, Video Game Industry and Economic Growth : An Empirical Research in China
Bai, Dongping; Chen, Longyin; Wang, Yunhao; Guan, Guoyu - 2022
The video game industry is one of the new engines of economic growth, and esports industry, as an essential subindustry, plays a pivotal role in driving economic growth. To investigate the mechanism and the quantitative relationship among them, we propose a two-stage transmission path “Esports...
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The impact of video game prototyping in an accelerator as viewed via spatial, temporal, and product scales
Gidley, Devon; Palmer, Mark - In: International journal of innovation : IJI journal 10 (2022) 3, pp. 410-433
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Several modes of digitalisation of value chains and their effects on firm behaviour and performance : case studies of apparel and video game industries
Tri VuPhu; Lee, Keun; Park, Donghyun - In: Global economic review 53 (2024) 2, pp. 116-149
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Sponsored product-based competition and customer engagement : a study of an esports competition in the video game industry
Jo, Wooyong; Lewis, Michael - In: Production and operations management : the flagship … 33 (2024) 3, pp. 795-816
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From Superman to Swordquest : Atari and early video game labor exploitation
Fleury, James - In: The American journal of economics and sociology 83 (2024) 5, pp. 955-965
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The Impact of COVID-19 on the Video Game Industry
Şener, Deniz; Yalçın, Türkan; Gulseven, Osman - 2021
The COVID-19 pandemic has had unexpected consequences for many industries. One of these industries is the video game industry. People increased their time at home, and they turned to play games to socialize and get away from stress. In this study, we aim to examine the effects of COVID-19 on the...
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The Digital Sweatshop : Why Heightened Labor Protections Must be Implemented Before Crunch Causes the Backbone of the Video Game Industry to Collapse
Brogan, Rebecca - 2021
“Crunch”— the cyclical labor practice used to ensure delivery of content for commercial release within a certain time frame—is an unregulated and unconscionable convention. While common in a variety of industries, it is particularly disruptive in, and the root cause for, many of the...
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A Long and a Short Leg Make For a Wobbly Equilibrium
Garleanu, Nicolae; Panageas, Stauros; Zheng, Geoffery X. - National Bureau of Economic Research - 2021
We provide evidence that the online discussion on the WSB subreddit had a substantial negative impact on the profitability of shorting strategies across a number of stocks -- even those that were neither heavily discussed on the subreddit, nor experienced an unusual increase in retail buying...
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A Long and a Short Leg Make For a Wobbly Equilibrium
Garleanu, Nicolae; Panageas, Stauros; Zheng, Geoffery - 2021
We document the historically bad performance of shorting strategies in late 2020 and early 2021. Short sellers started retreating several weeks before the dramatic growth in the online discussion of January 2021 and across numerous stocks, the majority of which were not heavily discussed online...
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Overcoming the exploitation of passion in videogame labor : playing with passion
Jackson, Joshua - 2023
Overcoming the Exploitation of Passion in Videogame Labor: Passion Play examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and...
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The videogame industry does not exist : why we should think beyond commercial game production
Keogh, Brendan - 2023
"Through a series of over 160 interviews, Keogh provides unprecedented access into the lives of game producers, exposing the limits of the concept of the "videogame industry" and challenging core assumptions in videogame research around creativity, professionalism, labor, diversity, education,...
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Don't look back? : backward compatibility in the video gaming industry
Cox, Joe; Crosby, Paul; McKenzie, Jordi - In: Strategy Science 8 (2023) 3, pp. 387-404
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Do LGBTQ-supportive corporate policies affect consumer behavior? : evidence from the video game industry
Parshakov, Petr; Naidenova, Iuliia; Gomez-Gonzalez, Carlos - In: Journal of business ethics : JBE 187 (2023) 3, pp. 421-432
This paper empirically examines how consumers react when a company marks a product with a gay label. The company under scrutiny is one of the largest video game developers in the world, and the labeled product is a popular video game character. We use a regression discontinuity design to exploit...
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The multiplex of value creation and capture logics in the video game industry : an integrative review of 20 years of studies and a future research agenda
Lehtonen, Miikka J.; Gustafsson, Robin; Hassan, Lobna - In: Technological forecasting & social change : an … 195 (2023), pp. 1-16
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Explaining the success of a young gaming start-up : a case study of Warhorse Studios
Novák, Michal; Svac̆ina, Pavel - In: International journal of entrepreneurial venturing : IJEV 15 (2023) 4, pp. 346-380
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History of the Japanese Video Game Industry
Koyama, Yusuke - 2023
Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry....
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Platform competition and complementor responses : insights from combining design rules with the comparative adjustment, transaction, and opportunity cost framework
Argyres, Nicholas S.; Nickerson, Jackson A.; Ozalp, Hakan - In: Industrial and corporate change 32 (2023) 1, pp. 112-128
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Multiplayer Games : Tax, Copyright, Consumers and the Video Game Industries
Mac Sithigh, Daithi - 2020
The successes of the games industry requires an analysis of the way in which the state is influencing, or attempting to influence, the development of the sector. Drawing from a research project on games, transmedia and the law, including a roundtable with developers and others from the industry,...
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Video Game Industry and User-Generated Content : A Dynamic Interplay Between Laws and Video Game Community Norms
Sobkow, Beata - 2020
In the course of the past few years, the traditional model of media production, based on the premise that content is produced by professional creators and then consumed by passive audiences, has become increasingly outdated. The development of new digital media networks and online...
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Do Online Customer Reviews Matter? Evidence from the Video Game Industry
Bounie, David - 2020
This paper analyzes the impact of online customer reviews on purchasing decisions and the influence of online customer or peer reviews compared to other channels of information such as offline press (expert reviews) and trial versions (personal reviews). Using 7,024 answers of an anonymous...
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A precarious game : the illusion of dream jobs in the video game industry
Bulut, Ergin - 2020
Introduction : for whom the love works in digital game production? -- The unequal ludopolitical regime of game production : who can play, who has to work? -- The end of the garage studio as a technomasculine space : financial security, streamlined creativity, and signs of friction -- Gaming the...
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A precarious game : the illusion of dream jobs in the video game industry
Bulut, Ergin - 2020
Introduction : for whom the love works in digital game production? -- The unequal ludopolitical regime of game production : who can play, who has to work? -- The end of the garage studio as a technomasculine space : financial security, streamlined creativity, and signs of friction -- Gaming the...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015201144
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Genres of complementary products in platform-based markets : changes in evolutionary mechanisms by platform diffusion strategies
Inoue, Yuki; Tsujimoto, Masaharu - In: Digital disruptive innovation, (pp. 379-415). 2020
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Disruption, Specialization and Employee Exit : Vertical Acquisitions in the U.S. Video Game Industry
Loh, Johannes - 2019
In knowledge-intensive industries, targets often get acquired for their human capital. However, acquisitions are also known to trigger employee exit, which may diminish the very asset acquirers are trying to get under their control. We argue that acquisitions disrupt the complementarity between...
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Globale Wertschöpfungsketten und nationale Institutionen : eine wirtschaftssoziologische Analyse zu Entwicklern digitaler Spielesoftware in Deutschland, Schweden und Polen
Teipen, Christina - 2019 - 1. Auflage
Die Computerspieleentwicklung steht wie kaum eine andere Branche in Europa für kreative Wissensarbeit unter z. T. riskanten Beschäftigungsbedingungen. Die weltweiten Zahlen des Computerspielemarktes deuten darauf hin, dass wir es mit einer wachsenden Branche zu tun haben, deren Bedeutung in...
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The downside of social capital in new industry creation
De Vaan, Mathijs; Frenken, Koen; Boschma, Ron - In: Economic geography 95 (2019) 4, pp. 315-340
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The interaction of signals : a fuzzy set analysis of the video game industry
Kaimann, Daniel; Cox, Joe - 2014
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Stakeholder data analysis in the video gaming industry : implications for regional development
Belyaeva, Zhanna; Petrosyan, Anait; Shams, S. M. Riad - In: EuroMed journal of business 17 (2022) 3, pp. 333-349
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The efficiency and creativity of product development : lessons from the game software industry in Japan
Ikuine, Fumihiko - 2022
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Reaching new heights in the cloud : the digital transformation of the video games industry
Walther, Kevin; Sörhammar, David - In: Management and information technology after digital …, (pp. 53-62). 2022
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The Efficiency and Creativity of Product Development : Lessons from the Game Software Industry in Japan
Ikuine, Fumihiko - 2022 - 1st ed. 2022.
Ch1. A fundamental dilemma: efficiency versus creativity -- Ch2. Analytical framework and the research design: Innovation pattern and evolution of industry -- Ch3. The origins of the game software business in Japan: the movement till 1970’s -- Ch4. Creating New Demand: the start-up of the new...
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Factors influencing technological innovation efficiency in the Chinese video game industry : applying the meta-frontier approach
Xi, Xun; Xi, Baoxing; Miao, Chenglin; Yu, Rongjian; Xie, Jie - In: Technological forecasting & social change : an … 178 (2022), pp. 1-11
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Software quality and backward compatibility in the video game industry
Wai, Sebastian - In: Journal of industrial and business economics 49 (2022) 3, pp. 545-570
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Vertical vs horizontal coopetition and the market performance of product innovation : an empirical study of the video game industry
Le Roy, Frédéric; Robert, Frank; Hamouti, Rhizlane - In: Technovation : the international journal of … 112 (2022), pp. 1-12
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Business model innovation in video-game consoles to face the threats of mobile gaming : evidence from the case of Sony PlayStation
Lantano, Francesco; Petruzzelli, Antonio Messeni; … - In: Technological forecasting & social change : an … 174 (2022), pp. 1-11
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The politics of consuming war : video games, the military-entertainment complex and the spectacle of violence
Godfrey, Richard - In: Journal of marketing management : JMM ; journal of the … 38 (2022) 7/8, pp. 661-682
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The impacts of game experience and fanwork creation on game loyalty : mediation effect of perceived value
Cui, Yu; Li, Jingyi; Zhang, Yueyao - In: Technological forecasting & social change : an … 176 (2022), pp. 1-10
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Suffering, recovery and participant experience in a video game development accelerator
Gidley, Devon; Palmer, Mark; Gharib, Amani - In: Journal of Organizational Ethnography 12 (2022) 1, pp. 31-45
Purpose The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process. Design/methodology/approach The authors conducted an ethnography of a rapid prototyping...
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Reforming the Gaming Industry
Branson, Douglas M. - 2018
Our nation’s most cutting edge industry, information technology (IT), has the poorest record in promoting women to high-level management positions, ranking last on the “boo list.” This book -- The Future of Tech is Female: How to Achieve Gender Diversity -- documents that phenomenon, using...
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Platform Architecture, Multihoming and Complement Quality : Evidence from the U.S. Video Game Industry
Cennamo, Carmelo - 2018
Multihoming – the decision to design a complement to operate on multiple platforms – is becoming increasingly common in many platform markets. Perceived wisdom suggests that multihoming is beneficial for complement providers as they expand their market reach, but it reduces differentiation...
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