Academic literature on the topic 'Video game industry'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game industry.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Video game industry"

1

Yoshua Pramana Kawi, I Nyoman Putu Budiartha, and Ni Made Puspasutari Ujianti. "Pengaturan Industri Permainan Interaktif Elektronik di Era Industri 4.0 Video Game Industry Regulation In 4.0. Industry Era." Jurnal Preferensi Hukum 3, no. 2 (2022): 253–59. http://dx.doi.org/10.55637/jph.3.2.4925.253-259.

Full text
Abstract:
The video game industry has developed very significantly in the 4.0 industry era. Video game industry development also happened in Indonesia in the last two decades, making the government then feel the need to assign a system of regulation to the video game industry in Indonesia. However, a particular part of that said system, which is Regulation of Indonesia’s Esports Major Administrator Number 034/PB-ESI/B/VI/2021, caused some problems regarding its application in public. Therefore, the researcher is interested to study these problems by using the principles of the regulation-making process
APA, Harvard, Vancouver, ISO, and other styles
2

Dunlop, Janet C. "The U.S. Video Game Industry." International Journal of Technology and Human Interaction 3, no. 2 (2007): 96–109. http://dx.doi.org/10.4018/jthi.2007040106.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Burwell, Catherine. "Game Changers: Making New Meanings and New Media with Video Games." English Journal 106, no. 6 (2017): 41–47. http://dx.doi.org/10.58680/ej201729180.

Full text
Abstract:
This article explores three ways English educators might use Let’s Play videos in the classroom: as texts for analyzing video games, as models for media production, and as starting places for critical conversations about the gaming industry.
APA, Harvard, Vancouver, ISO, and other styles
4

Callens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.

Full text
Abstract:
Children spend a tremendous number of hours online these days watching kids their age play video games on YouTube. The videos of these young stars, also called ‘kidfluencers’, have become an essential avenue for marketers to advertise games and merchandise. However, the game promotions of these kidfluencers can easily deceive children, as the paid collaboration with companies is not always properly disclosed. Therefore, this article aims to investigate if the European advertising regulations sufficiently protect children against misleading promotions in the videos of kidfluencers. It starts by
APA, Harvard, Vancouver, ISO, and other styles
5

Widiandari, Arsi. "Perkembangan dan Globalisasi Video Game Jepang." KIRYOKU 3, no. 2 (2019): 71. http://dx.doi.org/10.14710/kiryoku.v3i2.71-76.

Full text
Abstract:
(Title: Development and globalization Japanese Video Game ) Today, many Japanese cultural product are developing and become popular in the community, for example Japanese music, movie, anime and video game. Japanese creative industry has a big potential in economy sector and can not be underestimated. One of Japanese culture product that become popular is Japanese video game it self. Video game are considered as the pioneers of the modern game industry. This paper will discuss the development and dissemination of Japanese video game with the viewpoint of globalization.
APA, Harvard, Vancouver, ISO, and other styles
6

Ulitina, O., and Ye Yakusha. "VIDEO GAME AS A COPYRIGHT OBJECT IN THE CREATIVE INDUSTRIES: FOREIGN EXPERIENCE." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(60) (January 18, 2024): 40–46. https://doi.org/10.20535/2308-5053.2023.4(60).296977.

Full text
Abstract:
The video game industry is one of the most developed and popular around the world. The production and distribution of video games is economically highly profitable and has a significant impact on society – entertainment, culture, and social life of people. The video game industry is closely intertwined with other creative industries, but its revenues are higher than those of the film industry or book publishing. The basis of the video game industry is the intellectual property objects that are created in it, and mainly these are video games. There are a wide variety of video game types, which
APA, Harvard, Vancouver, ISO, and other styles
7

Kolek, Lukáš, Michał Mochocki, and Jakub Gemrot. "Review of Educational Benefits of Game Jams: Participant and Industry Perspective." Homo Ludens, no. 1(15) (May 29, 2023): 115–40. http://dx.doi.org/10.14746/hl.2022.15.7.

Full text
Abstract:
There are some studies on the educational potential of game jams, but their number seems insufficient given the hundreds of thousands of game jam participants every year. What emerges as the largest research gap is the game industry perspective: its involvement in game jamming and motivations for doing so. This study is a reaction to this research gap. Current research defined some educational benefits of game jams, but how these benefits are relevant for the game industry is radically underresearched. Clarifying this missing link might be essential to the widespread use of game jams as platfo
APA, Harvard, Vancouver, ISO, and other styles
8

Méndez González, Ramón. "Specialized Terminology in the Video Game Industry: Neologisms and their Translation." Vertimo studijos 12 (December 20, 2019): 71–86. http://dx.doi.org/10.15388/vertstud.2019.5.

Full text
Abstract:
The video game industry is growing at a very fast pace. At present, it is the biggest entertainment industry in the world, selling even more than film and music industries. Newly-developed technologies provide video game creators with the necessary tools to develop more complex game worlds, and user interaction is more important than ever. Each one has its own terminology and complexities, which must be perfectly understood in order to deliver high-quality work. Therefore, translators must be deeply aware of how all these technologies and game worlds work. More importantly, they need to be fam
APA, Harvard, Vancouver, ISO, and other styles
9

JYOTHIRADITYA PERI. "Video gaming industry in the US." International Journal of Science and Research Archive 11, no. 1 (2024): 1257–65. http://dx.doi.org/10.30574/ijsra.2024.11.1.0194.

Full text
Abstract:
Generations after generations, the entertainment industry evolved multiple folds, be it music, be it movies, be it sports, be it video games. Each industry doesn’t only set trends each decade but also changes peoples’ lifestyle. Video games are something which is involved almost in every person’s life. Some people play them when they’re young, some play in their teens, some play after they come home from office and some play after they retire. The video games were simply designed simulations that was started in 1950’s and 1960’s by computer scientists on the early computers. In 1952, British p
APA, Harvard, Vancouver, ISO, and other styles
10

Rykała, Piotr. "The growth of the gaming industry in the context of creative industries." Biblioteka Regionalisty 2020, no. 20 (2020): 124–36. http://dx.doi.org/10.15611/br.2020.1.10.

Full text
Abstract:
This paper aims to provide an overview of the studies and literature regarding creative industries, with particular consideration of the video game industry, and define potential areas of further research, among others regarding e-sports. The author seeks to define creative industries, describe the Polish and global video game industries, point to their characteristics and present the development of the Polish and global video game markets providing the examples of the conducted research. The study involves a survey of literature sources, mainly covering the themes related to creative and vide
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Video game industry"

1

Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

Full text
Abstract:
Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very impo
APA, Harvard, Vancouver, ISO, and other styles
2

Klinger, Florian. "The future of the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-150475.

Full text
Abstract:
Today, a wide variety of games is offered on the market. AAA games for consoles and PC as well as new formats such as mobile and browser games are becoming increasingly popular. At the same time, more and more services for selling and distributing content digitally are being established. These developments pose several questions in regard to the general future of the game industry, the relevance of AAA games and their sale and distribution formats as well as the role of cloud gaming.In order to assess current trends and future scenarios of this relatively young research area, qualitative inter
APA, Harvard, Vancouver, ISO, and other styles
3

Ponza, Elena <1995&gt. "Analysis of Innovation in the Video Game Industry." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18155.

Full text
Abstract:
During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and netw
APA, Harvard, Vancouver, ISO, and other styles
4

Lee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.

Full text
Abstract:
This thesis aims to address a major research gap in contemporary innovation and competition research by exploring the nature of innovation and competition in the videogame development (VGD) industry, which is considered a significant part of the creative service industries in the contemporary "experience economy". Based on an in-depth, chronological and multiple-case study, this thesis finds that the industry has experienced a radical "paradigm-shift" - transforming itself from producing simple products into supplying complex product systems (CoPS). This radical transformation consists of nume
APA, Harvard, Vancouver, ISO, and other styles
5

Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

Full text
Abstract:
Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study
APA, Harvard, Vancouver, ISO, and other styles
6

Farhana, Mosarrat, and Daniel Swietlicki. "Is it game over for physical retailers? : A study on Swedish video game industry." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

Full text
Abstract:
Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores focusing on the impact of digital platforms on the retailing industry within the context of video game industry considering different actor’s perspectives like retailers and consumers. Design/methodology/approach - This is a multiple-case study based on deductive reasoning. In this qualitative study, two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online per
APA, Harvard, Vancouver, ISO, and other styles
7

Méndez, Ortega Carles. "Location of Software and Video Game Industry in Metropolitan Areas." Doctoral thesis, Universitat Rovira i Virgili, 2019. http://hdl.handle.net/10803/667789.

Full text
Abstract:
Aquesta tesi identifica i analitza els factors que determinen la ubicació de les empreses del Software i dels Videojocs (SVE) a les àrees metropolitanes, analitzant la ubicació i l'aglomeració d'aquestes empreses amb altres empreses creatives a escala urbana. Aquesta tesi contribueix a la literatura sobre indústries tecnològiques mitjançant l'anàlisi dels patrons de localització en l'àmbit urbà i utilitzant un ampli ventall d'eines metodològiques (econometria espacial, els mètodes basats en la distància i els Sistemes d'Informació Geogràfica (SIG), entre d'altres). L'aplicació empírica se cent
APA, Harvard, Vancouver, ISO, and other styles
8

Habbari, Samia, Arreola Alfredo Hidalgo, and Petrova Antoniya Georgieva. "Business Dynamics and Innovation in the Home Video Game Industry." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.

Full text
Abstract:
<p>The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualita
APA, Harvard, Vancouver, ISO, and other styles
9

GOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.

Full text
Abstract:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>A partir da década de 1990 registra-se crescente interesse no estudo de empresas que apresentam processo de internacionalização rápido e precoce, conhecidas na literatura como Born Globals. O presente estudo investigou o processo de internacionalização de duas Born Globals brasileiras de pequeno porte que atuam no desenvolvimento de jogos eletrônicos. O objetivo deste trabalho foi compreender as motivações, os processos
APA, Harvard, Vancouver, ISO, and other styles
10

Hammarsten, Oskar, and Sofie Hägerbrand. "The unexplored power of buzz in the video game industry." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42316.

Full text
Abstract:
Background: The global video game industry is today bigger than both the film- and music industry and is subject to a lot of competition. Companies are always looking for alternative ways to reach consumers and buzz is identified as a crucial success factor by many scholars. From real life examples, buzz is shown to have both positive and negative effects. There is however little knowledge about the phenomenon and what role buzz can play in the customer-based brand equity (CBBE) of video game companies. Purpose: The purpose of this study is to gain a better understanding about buzz and examine
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Video game industry"

1

Chen, Feng, Ken S. McAllister, and Judd Ethan Ruggill, eds. The Chinese Video Game Industry. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-41504-3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Roch, Ripley, and Metcalfe Chris R, eds. Video game law. 2nd ed. LexisNexis, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Moore, Michael E. Game development essentials: Game industry career guide. Delmar/Cengage Learning, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Koyama, Yusuke. History of the Japanese Video Game Industry. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Gloria, Barczak, ed. Innovation and marketing in the video game industry: Avoiding the performance trap. Ashgate Pub. Co., 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Edery, David. Changing the game: How video games are transforming the business world. FT Press, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Ashgate Pub. Co., 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Gower, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Gower, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Koyama, Yūsuke. Nihon dejitaru gēmu sangyōshi: History of Japanese video game industry. Jinbun Shoin, 2016.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Video game industry"

1

Boyd, Gregory S., Pyne Brian, and Sean F. Kane. "Game Industry Contracts." In Video Game Law. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Turow, Joseph. "The Video Game Industry." In Media Today. Routledge, 2019. http://dx.doi.org/10.4324/9780429489235-15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Turow, Joseph. "The Video Game Industry*." In Media Today, 8th ed. Routledge, 2022. http://dx.doi.org/10.4324/9781003133933-16.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Boyd, Gregory S., Pyne Brian, and Sean F. Kane. "Intellectual Property in the Game Industry 1." In Video Game Law. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992-3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Boyd, Gregory S., Pyne Brian, and Sean F. Kane. "Privacy and Data Security in the Game Industry." In Video Game Law. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9780429469992-6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Koyama, Yuhsuke. "History of the Game Industry." In History of the Japanese Video Game Industry. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Greenwood, Jordan, and Grant Meredith. "Academic and Video Game Industry “Divide”." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_480.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Greenwood, Jordan, and Grant Meredith. "Academic and Video Game Industry “Divide”." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-08234-9_480-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Koyama, Yuhsuke. "Console Games (4) Market Reversal by Handheld Game Consoles." In History of the Japanese Video Game Industry. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Koyama, Yuhsuke. "PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games." In History of the Japanese Video Game Industry. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Video game industry"

1

Poledníková, Tereza. "Komputační lingvistika v současném slavistickém bádání." In Současná česká a srbská slavistická bádání. Masaryk University Press, 2025. https://doi.org/10.5817/cz.muni.p280-0684-2024-10.

Full text
Abstract:
The presented article focuses on new research opportunities in the field of computational linguistics, especially in the context of video games and artificial intelligence and seeks to bridge the three areas. It provides a general introduction to computational linguistics, which emerged in the 1950s in response to the rapid development of science and technology and introduces the reader to concepts such as natural language processing and natural language understanding. It also explores the connections between computational linguistics and not only artificial intelligence, which greatly aids co
APA, Harvard, Vancouver, ISO, and other styles
2

Benakesh, A. H., and R. Rajeev. "Advancing Football Game Analysis: Integrating Computer Vision, Deep Learning, and Hybrid Techniques for Enhanced Video Analytics." In 2024 OPJU International Technology Conference (OTCON) on Smart Computing for Innovation and Advancement in Industry 4.0. IEEE, 2024. http://dx.doi.org/10.1109/otcon60325.2024.10688070.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Shen, Ming, Colin Gardner, and Mike Gabor. "Preventing Electrostatic Damage with Effective and Circular-Economy Friendly Protection." In CONFERENCE 2025. AMPP, 2025. https://doi.org/10.5006/c2025-00360.

Full text
Abstract:
Abstract Damage from ESD (Electrostatic Discharge) is a major cost to the microcircuit industry and electronic parts in terms of time, money, and mission risk. Worse, ESD damage can easily go undetected1. Our modern life is inherently and increasingly tied to sophisticated and costly electronic components, such as in AI exploration, data centers, robotics, video game consoles, and electrical vehicles, to name just a few. The storage and transportation of these vast amounts of electronic components require sound packaging design to ensure their integrity. Common packaging materials use petroleu
APA, Harvard, Vancouver, ISO, and other styles
4

Dunmire, D., and G. Keller. "Changing the Corrosion Culture through Education and Training." In SSPC 2014 Greencoat. SSPC, 2014. https://doi.org/10.5006/s2014-00013.

Full text
Abstract:
Abstract The law mandating the DoD Corrosion Prevention and Control Program (CPCP) includes a long-term strategy requirement to “collect, review, validate, and distribute information on proven methods and products that are relevant to the prevention of corrosion.” The DoD CPCP has responded with an overarching strategy to transcend traditional methods of corrosion prevention and control and to change the prevailing corrosion culture of “wait, find, and fix.” And the pathway to culture change includes outreach to all levels and segments of the affected population through corrosion education, tr
APA, Harvard, Vancouver, ISO, and other styles
5

Jukić, Dinko. "Video Game Industry: A Marketing Perspective." In 29th International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management. University of Novi Sad, Faculty of Economics in Subotica, 2024. http://dx.doi.org/10.46541/978-86-7233-428-9_391.

Full text
Abstract:
Purpose: The study discusses the importance of branding and the video game industry. Emphasis is placed on brand analysis. The phenomenon of the happiness industry and the video game industry are discussed. Methodology/approach: The research is based on relevant theories of brand management. The study starts from the construct of brand identity according to Kapferer and brand image according to Keller. The context of happiness and the entertainment industry is analysed according to Davies. Results: The paper researches and analyses distinct brands in video games. Video game branding is analyse
APA, Harvard, Vancouver, ISO, and other styles
6

Antepenko, Christopher, Samuel Rickey, Angel Hibbets, and John-David Rusk. "Microtransactions and Gambling in the Video Game Industry." In 2022 KSU CONFERENCE ON CYBERSECURITY EDUCATION, RESEARCH AND PRACTICE. Kennesaw State University, 2022. http://dx.doi.org/10.32727/28.2023.9.

Full text
Abstract:
The beginning of the 21st century has had a drastic effect on the video game industry. The advent of almost universal Internet access, the release of inexpensive broadband-enabled consoles, and the availability of mobile gaming have led to game developers and publishers heavily relying on premium in-game currencies, exclusive paid items, and loot boxes to subsidize or even replace profits from traditional video game business models. By 2020, in-game purchases made up a market of $92.6B worldwide and, in the US, experienced growth of over 30%.[1] In this highly lucrative market, the legal and e
APA, Harvard, Vancouver, ISO, and other styles
7

Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.

Full text
Abstract:
The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively.
APA, Harvard, Vancouver, ISO, and other styles
8

Morelli, T., and M. H. Gunes. "Video Game Industry as a Social Network." In 2012 International Conference on Advances in Social Networks Analysis and Mining (ASONAM 2012). IEEE, 2012. http://dx.doi.org/10.1109/asonam.2012.204.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Nichols, Zachary, Yengchee Lor, Wenjie Lin, and Mohammed Mahmoud. "Six Sigma and the Video Game Industry." In 2023 International Conference on Computational Science and Computational Intelligence (CSCI). IEEE, 2023. http://dx.doi.org/10.1109/csci62032.2023.00084.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Schmid, Jan. "Master thesis students in the video game industry." In SIGGRAPH ASIA 2015 R&D in the Video Game Industry. ACM Press, 2015. http://dx.doi.org/10.1145/2818419.2818421.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!