Academic literature on the topic 'Game studio business models'

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Journal articles on the topic "Game studio business models"

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Su, Yanhui, Per Backlund, and Henrik Engström. "Data-driven method for mobile game publishing revenue forecast." Service Oriented Computing and Applications 16, no. 1 (2021): 67–76. http://dx.doi.org/10.1007/s11761-021-00332-2.

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AbstractGames as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-m
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Kholodylo, Marta, and Christine Strauss. "Independent Game Developers and Their Expectations Towards Recommender Systems." Journal of Data Intelligence 1, no. 3 (2020): 301–18. http://dx.doi.org/10.26421/jdi1.3-1.

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Electronic recommender systems and digital distribution as such have transformed many industries. Digital games is one of those industries where the transformation is particularly evident, as more and more games are appearing on the market, and most of the titles are published by independent game developers. Due to electronic recommender systems developers can now self-publish their content without the mediation of third parties and additional costs for their services. This change has significantly decreased the costs of game production, distribution, and marketing, allowing more studios to en
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Loeis, Minaldi, Musa Hubeis, Arif Imam Suroso, and Sukiswo Dirdjosuparto. "A strategy for reducing skills gap for the game development sector of the Indonesian creative industries." Decision Science Letters 12, no. 1 (2023): 97–106. http://dx.doi.org/10.5267/j.dsl.2022.10.003.

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The Indonesian creative economy has been on the rise since 2015 when it has started being measured and prioritized by the government. Its contribution towards the Indonesian GDP has risen significantly as well. A small part of that creative sector is the video game industry and market. The video game global market will be worth USD 200 Billion in 2023. Indonesia currently is ranked 16th in terms of market size. Although having an enormous market opportunity, local video game producers only contribute 1%. Growth opportunities exist, however local game studios are facing the difficulty of recrui
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SHARMA, DR MONIKA. "A CASE STUDY ON GLOBAL BUSINESS OF SPORTS LEAGUE." International Journal Of Multidisciplinary Research And Studies 05, no. 04 (2022): 01–16. http://dx.doi.org/10.33826/ijmras/v05i04.3.

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Huge investments have been carried out in sports teams and professional sports leagues all over the world. There are different sports that are popular in different parts of the world. In the United States, it's American Football, in Europe and UK it is Football (soccer); in the Indian sub-continent and Australia, it is Cricket that attracts the largest crowd. The research analyses this business of investments in sports leagues around the world. The paper looks at the potential interest in investing in clubs and team franchises of sports leagues. The aim of this paper was to find out the attrac
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SHARMA, DR MONIKA. "A CASE STUDY ON GLOBAL BUSINESS OF SPORTS LEAGUE." International Journal Of Multidisciplinary Research And Studies 05, no. 04 (2022): 01–16. http://dx.doi.org/10.33826/ijmras/v05i04.3.

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Huge investments have been carried out in sports teams and professional sports leagues all over the world. There are different sports that are popular in different parts of the world. In the United States, it's American Football, in Europe and UK it is Football (soccer); in the Indian sub-continent and Australia, it is Cricket that attracts the largest crowd. The research analyses this business of investments in sports leagues around the world. The paper looks at the potential interest in investing in clubs and team franchises of sports leagues. The aim of this paper was to find out the attrac
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Ильин, А. Б., Ю. С. Сизова, Ю. Д. Пономарева, and С. Д. Сизов. "Monetization and Commercialization of e-Sports Business Core." Экономика и предпринимательство, no. 8(133) (November 16, 2021): 778–86. http://dx.doi.org/10.34925/eip.2021.133.8.145.

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Статья фокусируется на киберспорте как тренде современной экономики. Его значительный рост произошел в период карантина 2020 года, связанного с пандемией. Однако и до данного периода объем рынка в России составлял 10-12 млн человек. Киберспорт многие рассматривают как принципиально новую интеллектуальную спортивную дисциплину. Новое явление образует вокруг себя и новых участников рыночных отношений, таких как бродкаст-студии, разработчики игр и паблишеры, киберспортивные арены, стриминговые платформы, киберспортивные медиа. Перечисленные стейкхолдеры способствуют монетизации и коммерциализации
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Santosa, Daniel, Erdhi Widyarto, and Ridwan Sanjaya. "Product and Business Development of Another Path Game in Myhand Studio." Journal of Business and Technology 3, no. 3 (2023): 97–106. http://dx.doi.org/10.24167/jbt.v3i3.5365.

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Game can be used for entertainment purpose and can also be used for educational purpose, in the world of game development there are many positions or roles in a team commonly referred to as a developer, the roles in a developer team are, programmer, artist, product manager, game marketing, market research etc, each position or role has its own responsibility for the success of a game that is in the development process, the market research position is one of the roles that is quite important for the success of a game product on the market, it does not mean other role do not play an important ro
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Yuliarto, Hari, Pasca Tri Kaloka, Putri Prastiwi Wulandari, and Hideaki Tanimoto. "The impact of nonlinear pedagogy on communication and skill acquisition." Fizjoterapia Polska 24, no. 1 (2024): 192–98. http://dx.doi.org/10.56984/8zg2ef8np0.

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Study Purpose. The current investigation assessed the impact of hybrid nonlinear pedagogical models on skill acquisition and communication in physical education. Methods. The intervention group was instructed in physical education applying hybrid pedagogical models for a duration of 12 weeks. Conversely, the control groups adhered to the physical education curricula of their respective schools. Scales for skill acquisition and communication, which had been previously developed for use with students, were implemented both prior to and subsequent to the program. Comparing the two groups required
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Vitkauskaitė, Ieva. "Types of Film Production Business Models and Their Interrelationship." Informacijos mokslai 89 (June 5, 2020): 43–54. http://dx.doi.org/10.15388/im.2020.89.39.

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Types of film production business models are not a widely studied area in the scientific literature, and more attention is paid to the production of individual films, specifics. In this article, ten types of business models of film production companies were analysed and systematized, and the relationships between them were established. The analysis of the models identified two main, major business models: the studio model and the Business model 2.0, which becomes part of all other business models. The studio model directly includes the vertical integration model. It also consists of a “Market-
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Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.

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This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of Star Wars: Battlefront II (2017). This analysis aims to provide video game de
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Dissertations / Theses on the topic "Game studio business models"

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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a mo
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Hallqvist, Stina, and Johanna Moström. "ABB Gate Model : En processledningsmetod för ABB:s produktutveckling." Thesis, Linköping University, Department of Management and Economics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1901.

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<p>Organisations tend to focus more and more on product and process development to increase their competitiveness. Several major organisations, among them ABB, have developed models aimed to more effectively control and manage product development processes. ABB is using its standardised model ABB Gate Model for this. The purpose of this thesis is to analyze how the introduction of ABB Gate Model has affected the outcome of decisions and also the decision-making in the product development process. The study is limited to elucidate the version of ABB Gate Model handling product development proje
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Huang, Yun, and 黄赟. "Game-theoretic coordination and configuration of multi-level supply chains." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44904411.

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Knudsen, Kasper, and Vilhelm Söderström. "When the investors choose : Analysis of business models within the Swedish video game industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451195.

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Many Swedish video game companies have in recent years been very successful in terms of share price development. Why is it like that? With the purpose to gain an increased understanding of the investor's choice, we here examine which business models are used in the Swedish video game industry. More specifically, we try to identify what similarities do the business models in the successful companies share and what similarities do the non-performing companies share. The analytical framework used is based on Business Model Canvas adapted to the video game industry. We use a qualitative approach w
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Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

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Bista, Sanat K. "Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business games." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4424.

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Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been pu
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Zadworna, Magdalena, Michail Musatov, and Romans Obrezkovs. "TRIPS Agreement’s Impact on the Accessibility of Pharmaceuticals in the Developing Countries : Developed Game-Theoretic Model." Thesis, Mälardalen University, School of Sustainable Development of Society and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-740.

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<p>Problem:</p><p>The problem under consideration is the World Trade Organization’s (WTO) agreement called Trade-Related Aspects of Intellectual Property Rights (TRIPS) and its impact on equal access to essential drugs in the least developed countries. Especially the countries of sub-Saharan Africa lack such access. Moreover, these countries are the ones where severe diseases like AIDS/HIV, tuberculosis and malaria are widely spread over the population. The authors focus also on patents and their obligatory length imposed through the articles of TRIPS agreement.</p><p>Purpose:</p><p>The purpos
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Lee, Ruri. "Business models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Arts." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81088.

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Thesis (S.M. in Management Studies)--Massachusetts Institute of Technology, Sloan School of Management, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references.<br>In recent years the video game industry has been of great importance in the business world beyond the role of a cultural medium. With its huge size and potential for more growth, the industry has attracted many newcomers. The target customers are expanding to females and elders who have not been known to be game players. Moreover, the introduction of new platforms, personal computers and mobile devices,
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Jensen, Ola, and Daniel Sannéus. "A Game of Nods and Winks : En studie om faktorer som påverkar svenska börsbolags användning av resultatmanipulering." Thesis, Linnéuniversitetet, Institutionen för ekonomistyrning och logistik (ELO), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64691.

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Titel: A Game of Nods and Winks - En studie om faktorer som påverkar svenska börsbolagsanvändning av resultatmanipulering Bakgrund: Resultatmanipulering är att omdiskuterat ämne i Europa såväl som i USA.Resultatmanipulering har konstaterats frekvent användas i svenska bolag. Vi frågar oss vilkabakomliggande faktorer kan påverka mängden av resultatmanipulation. Syfte: Studiens syfte avser att förklara hur analytikers prognoser och andelen kvinnligastyrelseledamöter påverkar resultatmanipuleringen i svenska noterade bolag. Metod: En tvärsnittsstudie med en deduktiv ansats genomförs där teorier t
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Farrenkopf, Thomas. "Applying semantic technologies to multi-agent models in the context of business simulations." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1033149.

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Agent-based simulations are an effective simulation technique that can flexibly be applied to real-world business problems. By integrating such simulations into business games, they become a widely accepted educational instrument in the context of business training. Not only can they be used to train standard behaviour in training scenarios but they can also be used for open experimentation to discover structure in complex contexts (e.g. complex adaptive systems) and to verify behaviours that have been predicted on the basis of theoretical considerations. Traditional modelling techniques are b
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Books on the topic "Game studio business models"

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Bulgakova, Irina, Yuliya Vertakova, Ol'ga Medvedeva, Sergey Medvedev, and Galina Chernyshova. Models and methods of system analysis in operations research. INFRA-M Academic Publishing LLC., 2024. https://doi.org/10.12737/2049708.

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The textbook discusses models and methods of operations research as applied methods for the study of socio-economic processes and phenomena. These methods include those that use the apparatus of mathematical programming, schedule theory, inventory management theory, game theory, etc. The authors consider general issues of system modeling, cite the mathematical apparatus of operations research (linear programming, simplex method, integer linear programming, network models, game theory, etc.), show the areas of practical application of methods of operations research using illustrative examples.
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1948-, De Cristofaro Sergio, and Venanzi Daniela 1957-, eds. Management models: Business e banking game. F. Angeli, 1988.

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Heap, Shaun Hargreaves. Game Theory. Taylor & Francis Group Plc, 2004.

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Heap, Shaun Hargreaves. Game theory: A critical text. 2nd ed. Routledge, 2004.

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Dutta, Bhaskar. Networks and groups: Models of strategic formation. Springer, 2003.

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Brams, Steven J. Negotiation games: Applying game theory to bargaining and arbitration. Routledge, 1990.

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John, McDonald. Strategy in poker, business & war. W.W. Norton, 1996.

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Ferenc, Forgó. Introduction to the theory of games: Concepts, methods, applications. Kluwer Academic Publishers, 1999.

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Vannini, Stefano. Essays on the strategic behaviour of multinational enterprises. CIACO, 1995.

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Technology), International Workshop on Agent-Based Approaches in Economic and Social Complex Systems (4th 2005 Tokyo Institute of. Agent-based approaches in economic and social complex systems IV: Post proceedings of the AESCS international workshop 2005. Springer, 2007.

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Book chapters on the topic "Game studio business models"

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Ricchiuti, Diego, and John Henley. "Game and studio strategy." In The Game Business Guidebook. CRC Press, 2025. https://doi.org/10.1201/9781003450511-7.

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Fields, Tim. "Business Models." In Game Development 2042. CRC Press, 2022. http://dx.doi.org/10.1201/9781003291800-8.

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Peters, Hans. "Cooperative Game Models." In Springer Texts in Business and Economics. Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-46950-7_10.

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Xavier, Bruno, Davi Viana, and Rodrigo Santos. "Business Model for Indie Studios in Game Software Ecosystems." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27639-2_3.

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Kobialka, Paul, Andrea Pferscher, Gunnar R. Bergersen, Einar Broch Johnsen, and Silvia Lizeth Tapia Tarifa. "Stochastic Games for User Journeys." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-71177-0_12.

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AbstractIndustry is shifting towards service-based business models, for which user satisfaction is crucial. User satisfaction can be analyzed with user journeys, which model services from the user’s perspective. Today, these models are created manually and lack both formalization and tool-supported analysis. This limits their applicability to complex services with many users. Our goal is to overcome these limitations by automated model generation and formal analyses, enabling the analysis of user journeys for complex services and thousands of users. In this paper, we use stochastic games to mo
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Nourani, Cyrus F., and Oliver Schulte. "A Sequent Game Computing Logic: Game Descriptions and Models." In Computing Predictive Analytics, Business Intelligence, and Economics. Apple Academic Press, 2019. http://dx.doi.org/10.1201/9780429465468-14.

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Kułakowska, Michalina, and Aleksandra Solińska-Nowak. "Translating Models into a Game Design." In Springer Texts in Business and Economics. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67016-0_5.

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White, Gregor, and Nicola Searle. "Commercial Business Models for a Fast Changing Industry." In Changing the Rules of the Game. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137318411_3.

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De Giovanni, Domenico, and Jung Kyu Canci. "Limited Commercial Licensing Strategies: A Piecewise Deterministic Differential Game." In Quantitative Models in Life Science Business. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11814-2_2.

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AbstractWe sketch a dynamic model of limited commercial licensing, also known as “compulsory licensing”, making use of the framework of piecewise-deterministic differential games. The framework features key ingredients, such as (i) The risk that a compulsory licensing will be issued; (ii) The lack of information available to player in terms of when and even whether the compulsory license will be issued. The setup can be used to tackle the important question about the beneficial and detrimental aspects of compulsory licensing.
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Yeung, David W. K. "Pollution-Induced Business Cycles: A Game Theoretical Analysis." In Control and Game-Theoretic Models of the Environment. Birkhäuser Boston, 1995. http://dx.doi.org/10.1007/978-1-4612-0841-9_14.

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Conference papers on the topic "Game studio business models"

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dos Santos, Rodrigo Pereira, Bruno Xavier, and Davi Viana. "Supporting Game Software Engineering from Business Modeling Towards Building Digital Game Studios." In Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames.2024.241002.

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The growth of the network of actors and solutions in the market has created a scenario in which fast, frequent technological changes as well as high quality level of the products are of utmost importance, affecting game software engineering. In the scenario, digital games stand out for the remarkable presence of leading software distribution platforms while the emergence of platforms dedicated to digital games and the growing network of actors and solutions for specific domains is also a reality. Several difficulties regarding actors’ entrance and survival can be pointed out. As such, specific
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Machado De Andrade, Wiliam. "Mobile Game Design and Ergonomics: a necessary combination." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003861.

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Games for mobile phones constitute a fast-growing industry, with technologies and business models that explore their portability and facilitated access. The human factors on mobile playing did not follow such a development. With devices using touchscreens to control the game, usability ignored the ergonomics of holding and interacting with handheld narratives in opposition to video game console controllers. This article studies mobile gaming ergonomics to understand how playing with a handheld device changes body alignment, pondering whether game design can lead to or avoid postural injuries i
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Xavier, Bruno, Davi Viana, and Rodrigo Santos. "Business Model for Brazilian Indie Game Studios in Game Software Ecosystems." In SBSI 2021: XVII Brazilian Symposium on Information Systems. ACM, 2021. http://dx.doi.org/10.1145/3466933.3466956.

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Wang, Yijing, and Tao Peng. "Speculations on the Market Evolution of Cloud Manufacturing." In ASME 2016 11th International Manufacturing Science and Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/msec2016-8538.

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To address the latest challenges in the service-oriented manufacturing paradigm, cloud manufacturing is proposed for not just large-scale enterprises, but also small- and medium-sized enterprises (SMEs). Although enterprises acknowledge its technical merits, many of them hold their actions until further proof. This paper studies specifically the market evolution of cloud manufacturing from an economic perspective. The anticipated development trend is presented based on game theory and equilibrium analysis. Three major stages, emerging, growing and maturing, are partitioned with interactions am
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Rafi, Mahir D., Ali M. Sadegh, and Zelda Frankel. "Impact Analysis of Bubble Soccer to Prevent Head Injuries." In ASME 2019 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/imece2019-10650.

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Abstract Bubble soccer is a recreational soccer game that has gained huge popularity in recent years. In this modified soccer game, the players are strapped inside the hollow region of a “donut” shaped inflatable membrane, in a fashion similar to how a backpack is worn. Due to the large sizes of bubble membrane, collision among players is a major component of bubble soccer games, which often results in the players falling over and hitting the ground at high impact speed. To ensure that the player’s head doesn’t come in contact with the ground, Bubble ball Business Association (BBA) [3] recomme
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Haaker, Timber, and Henry Wai Leong Ho. "Young Dutch Consumers’ Purchase Intention of Refurbished Electronic Devices and Influencing Factors: An Empirical Study." In New Business Models 2023. Maastricht University Press, 2023. http://dx.doi.org/10.26481/mup.2302.16.

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The purpose of this study is to examine young consumers’ purchase intention of refurbished electronic devices (REDs) such as laptop, tablet, mobile phone and game console. From literature review the factors that influence purchase intention were identified and used in a survey study as independent variables. From an analysis of the correlation of the factors with purchase intention their relative importance was established which can be used to develop attractive value propositions and business models for REDS for young consumers.
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Li, Lijun, and Liping Yu. "Pricing models based on Bertrand game under Dual-channel Environment." In 2011 International Conference on Business Management and Electronic Information (BMEI). IEEE, 2011. http://dx.doi.org/10.1109/icbmei.2011.5920541.

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Bonastre, Oscar M., Joaquin Sanchez Soriano, Stephen A. Neville, and Francisco Lopez. "Promoting game theory techniques for targeted advertisements for Social TV business models." In 2011 IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2011. http://dx.doi.org/10.1109/ccnc.2011.5766572.

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Betzwieser, Benedikt, Philipp Landler, Borys Levkovskyi, and Matthias Utesch. "Exploring Design Principles and Design Features for a Business Game to Teach the Relationship Between Business Models and Business Processes." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2022. http://dx.doi.org/10.24251/hicss.2022.707.

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Luo, Shixi, and Huihui Gu. "Analysis on Collaborative Cooperation Game Models of M-Commerce Based on Value Net." In 2010 2nd International Conference on E-business and Information System Security (EBISS). IEEE, 2010. http://dx.doi.org/10.1109/ebiss.2010.5473436.

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Reports on the topic "Game studio business models"

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Lim, Chae-Mi. Not by making things better but by playing the game differently: Business Models Innovation course for fashion curriculum. Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-279.

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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music
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Playing the long game: Experimenting Smart Specialisation in the Basque Country 2016-2019. Universidad de Deusto, 2019. http://dx.doi.org/10.18543/ajzo9759.

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Abstract:
Smart specialization strategies (RIS3) represent arguably the most ambitious regional innovation policy ever launched in the EU and as such have posed a major challenge for governments. While developing a smart specialization strategy has not been an entirely new adventure for the Basque Country, which has consistently pursued an industrial strategy over more than thirty years, there is enough novelty in the RIS3 process to pose a challenge even for mature regional innovation policy systems. This report builds on previous analysis of the early implementation of the Basque Country RIS3 (Arangur
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