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Year of publication
Subject
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Computerspiel 1,350 Video game 1,285 Consumer behaviour 258 Konsumentenverhalten 258 Spieltheorie 222 Game theory 220 Social Web 174 Social web 174 Online-Marketing 144 Internet marketing 143 Werbewirkung 138 Advertising effects 136 Virtuelle Realität 117 Virtual reality 116 USA 100 United States 98 Werbung 96 Advertising 88 Experiment 85 Deutschland 78 Germany 76 Internet 73 Innovation 69 Brand management 68 Markenführung 68 Brand image 58 Markenimage 58 Children 56 E-Learning 56 Kinder 56 E-learning 53 Theorie 52 Theory 52 Network economics 51 Netzwerkökonomik 51 Product placement 51 E-Business 50 E-business 50 Product Placement 49 Video game industry 48
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Online availability
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Undetermined 422 Free 206
Type of publication
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Article 953 Book / Working Paper 413 Journal 1
Type of publication (narrower categories)
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Article in journal 704 Aufsatz in Zeitschrift 704 Aufsatz im Buch 241 Book section 241 Graue Literatur 109 Non-commercial literature 109 Arbeitspapier 88 Working Paper 88 Hochschulschrift 57 Thesis 34 Case study 26 Fallstudie 26 Collection of articles of several authors 24 Sammelwerk 24 Aufsatzsammlung 13 Conference paper 10 Dissertation u.a. Prüfungsschriften 10 Konferenzbeitrag 10 Konferenzschrift 8 Collection of articles written by one author 6 Sammlung 6 Amtsdruckschrift 3 Conference proceedings 3 Government document 3 Bibliografie 2 Market information 2 Marktinformation 2 Ratgeber 2 Statistics 2 Statistik 2 Amtliche Publikation 1 Bibliografie enthalten 1 Bibliography included 1 CD-ROM, DVD 1 Glossar enthalten 1 Glossary included 1 Guidebook 1 Jugendsachbuch 1 Reprint 1 Systematic review 1
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Language
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English 1,161 German 195 Undetermined 9 French 4 Spanish 2 Serbian 1
Author
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Castronova, Edward 17 Ward, Michael R. 12 Storz, Cornelia 9 Claussen, Jörg 8 Sreejesh, S. 8 Cox, Joe 7 Engelstätter, Benjamin 7 Kretschmer, Tobias 7 Müller-Lietzkow, Jörg 7 Teipen, Christina 7 Terlutter, Ralf 7 Vashisht, Devika 7 Aguzzoni, Luca 6 Argentesi, Elena 6 Breuer, Markus 6 Buccirossi, Paolo 6 Ciari, Lorenzo 6 Duso, Tomaso 6 Hernandez, Monica D. 6 Pavenkov, Oleg 6 Pelsmacker, Patrick de 6 Rubtcova, Mariia 6 Waiguny, Martin K. J. 6 Buijzen, Moniek 5 Cauberghe, Verolien 5 Dwyer, Brendan 5 Franses, Philip Hans 5 Ghosh, Tathagata 5 Harviainen, J. Tuomas 5 Harwood, Tracy 5 Kolb, Albert 5 Nair, Harikesh 5 Oechssler, Joerg 5 Ohkita, Kenichi 5 Ozuem, Wilson 5 Pabilonia, Sabrina Wulff 5 Reijmersdal, Eva A. van 5 Rietveld, Joost 5 Schipper, Burkhard 5 Scholz, Tobias M. 5
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Institution
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IGI Global 8 Springer Fachmedien Wiesbaden 8 Information Resources Management Association 3 Harvard Graduate School of Business Administration 2 National Bureau of Economic Research 2 Nomos Verlagsgesellschaft 2 Organisation for Economic Co-operation and Development 2 Tectum Verlag 2 Aix-Marseille Université / Centre de Droit du Sport 1 Axel-Springer-Verlag 1 Berlin Verlag 1 Berliner Wissenschafts-Verlag 1 CIET <5., 2022, Valencia> 1 Center of Market Oriented Product and Production Management 1 Christian-Albrechts-Universität zu Kiel 1 DGT Jahrestagung <19., 2015, Kempten> 1 Deutsche Gesellschaft für Tourismuswissenschaft 1 Eric Cuvillier <Firma> 1 Erich-Schmidt-Verlag <Berlin> 1 European Institute of Japanese Studies 1 Europäische Kommission 1 Europäisches Parlament / Generaldirektion Interne Politikbereiche der Union / Direktion Struktur- und Kohäsionspolitik 1 FOM-Hochschule für Oekonomie & Management / Institut für Wirtschaftspsychologie 1 Florida Universitària 1 Friedrich-Schiller-Universität Jena 1 Großbritannien / Department of Trade and Industry 1 HAL 1 Handelshochschule Leipzig 1 Hochschule Magdeburg-Stendal 1 Hochschule für Technik und Wirtschaft Berlin 1 Instituttet for Industriøkonomi og Virksomhedsstrategi <Kopenhagen> 1 International Computer Game Conference <1, 2006, Köln> 1 Katholische Sozialethische Arbeitsstelle <Hamm, Westfalen> 1 OECD 1 Otto-Friedrich-Universität Bamberg 1 Peter Lang GmbH 1 Shaker Verlag 1 Springer Gabler <Firma> 1 Sveučilište u Splitu / Sveučilišni odjel za stručne studije 1 Symposium Cyberspace in Schule und Kinderzimmer <2006, Linz> 1
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Published in...
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Journal of business research : JBR 26 Journal of advertising : official publication of the American Academy of Advertising 24 Technological forecasting & social change : an international journal 17 Journal of consumer behaviour : an international research review 16 Computer games as educational and management tools : uses and approaches 14 International journal of advertising : the quarterly review of marketing communications 14 Journal of interactive marketing : a quarterly publication from the Direct Marketing Educational Foundation 13 The business of gamification : a critical analysis 12 Journal of sport management : the official journal of the North American Society of Sport Management 11 Transforming gaming and computer simulation technologies across industries 11 Information & management : the internat. journal of management processes and systems ; journal of IFIP Users Group 9 Journal of marketing communications 9 Young consumers : insight and ideas for responsible marketers 9 Information systems research : ISR 8 Journal of retailing and consumer services 8 Medienwirtschaft : MW ; Perspektiven der digitalen Transformation 8 Research 8 Research policy : policy, management and economic studies of science, technology and innovation 8 Spielend die Zukunft gewinnen : Wachstumsmarkt elektronische Spiele 8 Sport marketing quarterly : for professionals in the business of marketing sport 8 Springer eBook Collection 8 International journal of e-business research : an official publication of the Information Resources Management Association 7 International journal of research in marketing : IJRM ; official journal of the European Marketing Academy 7 Neo-simulation and gaming toward active learning 7 Psychology & marketing 7 Creativity and innovation management 6 Application of gaming in new media marketing 5 ERIM report series research in management 5 International journal of electronic commerce : IJEC 5 International journal of innovation management 5 Journal of advertising research 5 Journal of global scholars of marketing science : bridging Asia and the world ; JGSMS 5 Journal of management information systems : JMIS 5 Journal of marketing 5 Journal of promotion management : JPM 5 Management science : journal of the Institute for Operations Research and the Management Sciences 5 Münchener Wirtschaftswissenschaftliche Beiträge : BWL ; discussion paper 5 The journal of media economics 5 CESifo working papers : the international platform of Ludwig-Maximilians University's Center for Economic Studies and the Ifo Institute 4 Cutting edge international research 4
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Source
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ECONIS (ZBW) 1,306 USB Cologne (EcoSocSci) 50 RePEc 6 Other ZBW resources 4 BASE 1
Showing 1 - 50 of 1,367
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The value of context-specific studies for marketing
Stremersch, Stefan; González, Jorge; Valenti, Albert; … - In: Journal of the Academy of Marketing Science 51 (2023) 1, pp. 50-65
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The epic game of creating a successful gamified co-creation strategy
Lopes, João; Gomes, Sofia; Santos, Nélia; Cussina, Hugo; … - In: Administrative Sciences : open access journal 13 (2023) 1, pp. 1-15
This paper aims to explore consumer engagement with online retailers through gamification, the use of game mechanics, and co-creation. A qualitative methodology was used through an exploratory case study approach. The interviews were conducted with 30 Portuguese consumers. It was found that the...
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Optimal seat allocation strategy for e-sports gaming center
Kwag, Sung Il; Lee, Woo Jin; Ko, Young Dae - In: International transactions in operational research : a … 29 (2022) 2, pp. 783-804
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Fair play? : sex-, age-, and job-related correlates of performance in a computer-based simulation game
Melchers, Klaus G.; Basch, Johannes M. - In: International journal of selection and assessment : IJSA 30 (2022) 1, pp. 48-61
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Cognitive performance in remote work : evidence from professional chess
Künn, Steffen; Seel, Christian; Zēgners, Dainis - In: The economic journal : the journal of the Royal … 132 (2022) 643, pp. 1218-1232
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A novel advertising media selection framework for online games in an intuitionistic fuzzy environment
Dahooie, Jalil Heidary; Estiri, Mehrdad; Janmohammadi, … - In: Oeconomia Copernicana 13 (2022) 1, pp. 109-150
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Reflections on video games, virtual communication, and our pandemic lives
Darling, Sally; Keller, Jessica - In: Journal of business anthropology 11 (2022) 1, pp. 38-45
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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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Location-based mobile gaming and local depression trends : a study of Pokémon Go
Cheng, Aaron; Greenwood, Brad N.; Pavlou, Paul A. - In: Journal of management information systems : JMIS 39 (2022) 1, pp. 68-101
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Playing with religion : the gamification of jihad
Mahmoud, Firas - 2022
This report reviews existing knowledge on the convergence between jihad and gaming, and identifies areas that need further attention from academics and practitioners concerned with the spread of transnational jihadism. As video gaming becomes ubiquitous, its growing influence also has an impact...
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Esports : background analysis : study requested by the CULT committee
Scholz, Tobias M.; Nothelfer, Nepomuk - Europäisches Parlament / Generaldirektion Interne … - 2022
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Digital game-based learning model as an educational approach
Kavak, Şule - In: Prizren social science journal 6 (2022) 2, pp. 62-70
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Gameful learning for a more sustainable world : measuring the effect of design elements on long-term learning outcomes in correct waste sorting
Hoffmann, Greta Luise; Pfeiffer, Jella - In: Business & information systems engineering 64 (2022) 4, pp. 459-482
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Innovate or game over? : examining effects of product innovativeness on video game success
Handrich, Franziska; Heidenreich, Sven; Krämer, Tobias - In: Electronic markets : EM ; the international journal of … 32 (2022) 2, pp. 987-1002
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The impact of strategic core-component reuse on product life cycles : the case of location-based games
Mihale-Wilson, Cristina; Felka, Patrick; Hinz, Oliver; … - In: Business & information systems engineering 64 (2022) 2, pp. 223-237
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CIET 2022 : Contemporary Issues in Economy and Technology, Valencia 16-17 June : Conference proceedings
Barbača, Domagoja Buljan (ed.); Miletić, Marko (ed.) - CIET <5., 2022, Valencia>; Sveučilište u Splitu / … - 2022
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Brands in a game or a game for brands? : comparing the persuasive effectiveness of in-game advertising and advergames
Ghosh, Tathagata; Sreejesh, S.; Dwivedi, Yogesh Kumar - In: Psychology & marketing 39 (2022) 12, pp. 2328-2348
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Antecedents and consequences of sending and receiving information in mobile gaming apps
Dinsmore, John; Swani, Kunal; Troise, Ciro; Wamwara, Wakiuru - In: Digital business 2 (2022) 2, pp. 1-11
Mobile gaming applications (apps) are increasingly engineered to encourage the sending and receiving information between players in hopes of generating word-of-mouth and stimulating purchases. This research utilizes a social influence perspective to examine the trait antecedents (identification...
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Local network effects in the adoption of a digital platform
Kim, Jin-hyuk; Newberry, Peter; Wagman, Liad; Wolff, Ran - In: The journal of industrial economics 70 (2022) 3, pp. 493-524
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Video Games and Digital Media : Business Models and Valuation Approaches
Moro Visconti, Roberto - 2022
Video games are an electronic game that involves interaction with a user interface to generate visual feedback for a player. The typologies range from action games to adventure, role-playing, strategy, or sport games. Digitalization and web channels of fruition are embedded in most business...
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Copyright Issues in Digital Society : Sports Video Games
Shmatkov, Daniil - 2022
This article addresses application of copyright protection to sports video games, discusses relevant important issues, and is aimed at disclosing intellectual property approaches applicable to the various elements of that entertainment and sports technology. The main focus is put on issues such...
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Does Concealing Gender Identity Help Women Win the Competition? An Empirical Investigation into Online Video Games
Chen, Xinlei; Zeng, Xiaohua; Zhang, Cheng - 2022
Signs of the gender gap are ubiquitous in society. Psychological theory suggests that when gender stereotypes are associated with competition, men exert greater effort against women (dominance effect) and women exert less effort against men (submissive effect), which implies that women are at a...
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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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A Recommending System for Mobile Games Using Dynamic Nonparametric Model
Bae, Joonho; Park, Jinkyoo; Choi, Jeonghye; Soh, Seung Bum - 2022
We contribute to the literature on recommendation systems by proposing the Dynamic Nonparametric (DNP) model that incorporates a fully Bayesian approach into the traditional dynamic collaborative filtering and hence captures the change of customer preferences in the mobile game industry with...
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No Such Thing As A Free App : A Taxonomy of Freemium Business Models and User Archetypes in the Mobile Games Market
Salehudin, Imam; Alpert, Frank - 2022
Research Aims: The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free-to-download apps is overtaking those from paid apps. The purpose of this article is to propose a taxonomy that examines and categorizes...
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Borders in motion: an application related to the video game Animal Crossing: New Horizons
Benti, Behailu Shiferaw; Stadtmann, Georg - 2021
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal dimension as...
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Three essays on individual behavior and new technologies
Husiatyński, Maciej - 2021
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The impact of advertisements placement in the computer game on the effectiveness of social campaign messages
Borawska, Anna; Biercewicz, Konrad; Borawski, Mariusz; … - In: European research studies 24 (2021) 2B, pp. 515-537
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Perceived pervasive skills acquired through educational games in an accounting undergraduate degree
Malan, Marelize; Van Dyke, Vanessa - In: Journal of economic and financial sciences : JEF 14 (2021) 1, pp. 1-10
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Esports sponsorship effectiveness on brand association and purchase intent
Chen, Yi-Chun - 2021
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Players as prosumers : how customer engagement in game modding may benefit computer game market
Dewalska-Opitek, Anna; Hofman-Kohlmeyer, Magdalena - In: Central European business review : CEBR 10 (2021) 1, pp. 77-97
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New consumers of the digital age : game players
Bi̇l, Erkan; Kandur, Hande; Ergan, Senem - In: Prizren social science journal 5 (2021) 3, pp. 9-22
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No such thing as a free app : a taxonomy of freemium business models and user archetypes in the mobile game market
Salehudin, Imam; Alpert, Frank - In: ASEAN marketing journal : Association of Southeast … 13 (2021) 2, pp. 121-142
Manuscript type: Research Paper. Research Aims: The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free to download apps is overtaking those from paid apps. The purpose of this article is to propose a...
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Improvement of the methodology of justification of design decisions for creating an image video
Potrashkova, Lyudmyla - In: Technology audit and production reserves 4 (2021) 4/60, pp. 11-14
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Inversión en línea y emociones durante la experiencia del usuario de un videojuego
Aucay-Orellana, Diana Carolina; Culqui-Cuenca, Julio … - In: Redmarka : revista de marketing aplicado 25 (2021) 1, pp. 97-117
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Flow of the Game : A Hidden Markov Model of Player Game-play and Reward Ads Watching Behavior in Online Mobile Games
Deng, Jiaying; Lee, Stephanie; Tan, Yong - 2021
With the rapid development of mobile technology and consumers’ increasing demand for portability, the mobile gaming market has experienced huge growth. To ensure the success of mobile games, game publishers need to keep their players engaged and, at the same time, seek monetization strategies...
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Exploring Diffusion Characteristics that Influence Serious Games Adoption Decisions
Antonopoulou, Katerina; Dacre, Nicholas - 2021
In this paper we discuss the diffusion of serious games and present reasons for why Rogers’ traditional approach is limited in this context. We present an alternative overview through the characteristics of relative advantage, compatibility, complexity, trialability, and observability, that...
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Hyper-Casual Simulation Video Games May Not Be Original Enough to Enjoy Copyright Protection, but Game Cloning Could Still Be Prevented by Relying on Unfair Competition : Voodoo v...
Fava, Emanuele - 2021
On 4 September 2020, the Tribunal Judiciaire of Paris ruled that the mobile game Woodturning 3D was not original enough to enjoy copyright protection, but nonetheless granted an injunction and other remedies against a "clone" of the game on unfair competition grounds. This paper comments the...
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Venture Capital Financing in the Esports Industry
Niculaescu, Corina E.; Sangiorgi, Ivan; Bell, Adrian R. - 2021
We examine the drivers of venture capital financing raised by eSports companies, using the CrunchBase database containing information on private and public companies receiving any type of venture capital funding worldwide. We find that companies located in Asia-Pacific and Americas attract more...
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Video Games and Crime
Ward, Michael R. - 2021
Psychological studies find that video game play is associated with markers for violent and antisocial attitudes. It is plausible that these markers indicate either whetted or sated preferences for antisocial behavior. I investigate whether a proxy for video gaming is associated with the...
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Understanding the Effects of Violent Video Games on Violent Crime
Cunningham, Scott; Engelstätter, Benjamin; Ward, Michael R. - 2021
Video games are an increasingly popular leisure activity. As many of best-selling games contain hyper-realistic violence, many researchers and policymakers have concluded that violent games cause violent behaviors. Evidence on a causal effect of violent games on violence is usually based on...
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Combating Piracy in the Nigerian Nollywood Movie Industry
Daramola, Similoluwa - 2021
This work focuses on the challenges orchestrated by piracy in the Nigerian movie industry, taking into cognizance the mode of operation of the pirates, impacts on the movie industry, and while also exploring the advantages embedded in the adoption of technological measures and political...
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Gamification for Sales Incentives
Woźniak, Jacek - 2021
Gamification as the use of game mechanisms for motivation in non-game contexts has been gaining popularity and is considered one of the hottest topics in management. However, there is little research on gamification in remuneration systems, especially with regard to the sales force. The article...
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Local Network Effects in the Adoption of a Digital Platform
Kim, Jin-Hyuk; Newberry, Peter; Wagman, Liad; Wolff, Ran - 2021
We examine the extent to which the network effects that lead to the adoption of an online social platform are local. Focusing on the fantasy sports market in the US, we find that the size of a county's existing user base on the platform significantly impacts the number of new users who join the...
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On Virtual Economies
Castronova, Edward - 2021
Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
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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 Price of 'Man' and 'Woman' : A Hedonic Pricing Model of Avatar Attributes in a Synthethic World
Castronova, Edward - 2021
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their...
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Alone or in cooperation : what is the best strategy for the performance of radical product innovation in the video game industry?
Hamouti, Rhizlane - In: International journal of innovation management 25 (2021) 9, pp. 2150100-1-2150100-17
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Innovation in the British video game industry since 1978
Tsang, Denise - In: Business history review 95 (2021) 3, pp. 543-567
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Skins in the game : fashion branding and commercial video games
Reay, Emma; Wanick, Vanissa - In: Reinventing Fashion Retailing : Digitalising, …, (pp. 73-90). 2023
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