Academic literature on the topic 'Video game market'

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Journal articles on the topic "Video game market"

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Chess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.

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Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercials in 2013 to explore questions of diversity—particularly in terms of portrayals of the player’s sex and ethnicity—to consider how the gamer is represented in terms of physical and behavioral attributes.
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Goaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.

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Abstract With the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.
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Ilyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.

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This article focuses on determination of trends and prospects for the development of video game industry in the Russian Federation. Analysis is conducted on evolution of the video game market and trends that established thereof. The author examines the dynamics in gaming industry revenue allocated by segments, and the share held by video games on the markets of the Eurasian Economic Union member-states. The author carries out a comparative analysis of the revenue of the global gaming industry for all segments (games for smartphones, tablets, PC, etc.) with GDP of some EAEU member-states for the 7-year period, and as well as makes a forecast of the dynamics of revenue of gaming industry by the segments. The overall revenue obtained from the global gaming industry has increased by 115% in the past 7 years and account to $ 151.9 billion. The article explores the current state of video game market in the Russian Federation, which almost doubled in the past 5 years and accounts to $ 1.9 billion. The key risks that can negatively affect the development of video game industry are identified. The conclusion is made that despite the existing risks, a dynamic increase in the segment of mass multiuser online games and its audience should be expected in the nearest future; by 2022, the segment of games for mobile devices could take up to half of the entire gaming market.
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Kirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (February 14, 2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.

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Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs) tried to solve the screen time problem. AVGs work, having small to moderate positive effects on activity levels and body composition changes. However, they perform consistently poorly on the commercial market. This represents a paradox: AVGs work pragmatically, yet underperform commercially, limiting their impact practically. The purpose of this study was to explore this paradox with the aim of understanding how AVGs compare to non-active video games (NAVGs), based on gameplay experience. Findings revealed that AVGs have a significant negative comparison to NAVGs. Qualitative exploration highlighted several important considerations; gamer motivation, the lack of quality and variety in AVGs, the stereotype in AVGs, and the practical limitations of the hardware that supports AVGs. Perception of an augmented reality platform, a potential solution to the issues, was found to be positive.
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Tomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.

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The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.
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Danshina, Ksenia. "The Russian approach to regulating video games: a play-through." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 67–74. http://dx.doi.org/10.4337//ielr.2020.01.07.

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The Russian video game market is one of the world's biggest markets with a total revenue of USD 2 billion in 2019, making it potentially attractive for investors to explore. Although launching a product for the Russian market may require a lot of attention to regulatory details, on many issues the Russian legal environment seems to be favourable to game companies. This is an analysis of a number of typical issues that a game company may face in the Russian market. In particular, the following issues will be considered: the likelihood of success in disputes arising between game companies and gamers or the Russian state; the legal implications of qualifying an in-game asset; and whether the use of loot boxes in a game can lead to the game being qualified as gambling.
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Burdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.

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The article focuses on the analysis of the global video game industry. The structure of the gaming industry, which includes manufacturers from around the world, is considered. The study showed the controversial impact of the COVID-19 pandemic on the global video game industry. The units of the global video games industry affected by the introduction of quarantine measures and self-isolation have been highlighted: cancelation or postponement of the events to 2021. Among the positive changes are the following: increased sales of video games, an increase in the number of users and the number of hours of online games. During the research, general scientific methods were used: analysis, synthesis, classification, historical method. The quantitative method was used to analyze the dynamics of economic indicators of the global video game market. The graphical presentation made it possible to visualize the obtained data. The source of information during the research was monographs and articles of foreign and domestic scientists; data from analytical agencies in the field of video games in the world; Internet resources specializing in market analysis and consumer behavior; analytical data of the World Economic Forum, etc. The scientific novelty of the study consists in a comprehensive analysis of the gaming industry, which has not been conducted before, in the unprecedented conditions of the COVID-19 pandemic.
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Krok, Ewa. "The video game market and its participants." Zeszyty Naukowe Uniwersytetu Szczecińskiego. Studia Informatica 40 (2016): 49–60. http://dx.doi.org/10.18276/si.2016.40-05.

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WIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (July 13, 2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.

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This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; (1) the ability to separate between a creative work climate and the effectiveness in project organizing; (2) the balancing of inward and outward ideation influences, and (3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of video games and video game development.
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Fernández-Costales, Alberto. "On the sociolinguistics of video games localisation." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 120–40. http://dx.doi.org/10.1075/jial.00001.fer.

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Abstract This paper addresses the localization of video games into minority languages by presenting a qualitative study which reports on interviews with professional game localizers and translation scholars from bilingual territories in Spain: the Balearic Islands, the Basque Country, Catalonia, Galicia, and the Valencian Community. The article argues that sociolinguistics has been largely ignored within the emerging field of video game translation, and the implications of and the need to adapt video games into minority languages deserves further investigation. Semi-structured, in-depth interviews were held with 5 experts aiming to recall their perceptions and views of the current situation of game localisation in Spain. The analysis of the interviews suggests there is a mismatch between the current reality of video game localisation, which is clearly market-driven, and the scenario for language diversity developed in the European Union and in Spain in the last few decades.
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Dissertations / Theses on the topic "Video game market"

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Yakobi, Maxine J. "The Economic and Behavioral Success of Riot Games In an Undifferentiated Video Game Market." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/349.

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The vast success of Riot Games is relatively undisputed amongst financial analysts as well as online communities despite there being little information publicly available that specifically addresses how their game has differentiated itself in a homogenous market. Additionally, there is little information that addresses the opportunity cost of paying money for components within this specific server for advantages within the game. I believe there to be something functionally unique about Riot’s business in particular that allows for it to acquire steady fiscal growth from people investing their money into effectively a “free” online game and I would like to explore what that is. Therefore I wish to answer the question of why is it that Riot, despite having a relatively undifferentiated product within the MOBA game industry, exceeds all other companies in both player commitment and financial investment to their free-to-play product. My surveys will aim to address the reasons why players choose to invest both their time and money into the game and shed more light on the efficacy of the incentive structures in place. Through survey data and information gained through interviews I will form base comparisons between player preferences and then track the incentive structures across the MOBA industry. Using comparative analysis between the player-reported incentives which drive their behavior, the information gained through conducting personal interviews with Riot Representatives, and careful analysis of consumer trends with regards to League of Legends and the eSports franchise as designed by the Riot Games industry, I will attempt to find correlations between the player’s perceptions of Riot’s product and the incentives within the game. If consumption and growth patterns show correlations to the growth exhibited by the company that prove to be significant when compared with player preferences, those points could potentially explain the success that Riot has seen over the duration of the past five years of the company’s existence.
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Chow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2007.
Includes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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Degardh, Anton, and Poian Shafiee. "Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24102.

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Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations.  Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.   Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research. Results: The result contains 114 observations in five companies. The result accounts for the cumulative abnormal return for each video-game. It also accounts for the cumulative average abnormal return for each company ten days after release. Analysis: The hypothesis test accounts for a statistical significant correlation between negative abnormal return and the release. It is also accounted for a cumulative average abnormal return of  -2,29 % of the video-game companies stocks. Conclusion: There is a negative abnormal return for shareholders ten days after a video-game release. The result and the analysis dose confirm a direct correlation between video-game reviews and the abnormal return.
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Rietveld, J. "Value creation from complements in platform markets : studies on the video game industry." Thesis, City University London, 2015. http://openaccess.city.ac.uk/13072/.

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This dissertation is comprised of three empirical studies that examine the effect of platform-level variation on value creation strategies and market performance for providers of complementary goods (“complementors”) in platform-based markets. The studies all investigate the video game industry as a canonical example of a platform market. Three empirical studies are preceded by an industry chapter outlining the evolution of the video game industry as perceived by one of the industry’s key actors: Nintendo. How does platform maturity affect the adoption of complements in two-sided markets? A key feature of two-sided markets is the existence of indirect network effects. In the first empirical study, I argue that demand heterogeneity from end-users adopting the platform at different points in time, moderates the extent to which complements enjoy these indirect network effects. An inflow of late adopters that buy fewer complements and mimic earlier adopters’adoption behavior, increasingly offsets the benefits of a growing installed base. Using a dataset of 2,855 sixth-generation console video games, I find that platform maturity has a concave curvilinear effect on video games’ unit sales. Platform maturity, however, does not affect all types of games equally. Late adopters increasingly favor non-novel video games at the cost of innovative ones. Furthermore, the adoption disparity between superstars and less-popular video games also widens as platforms mature. In the second empirical study, I and my co-authors (Joseph Lampel and Thijs Broekhuizen) contribute to the debate between researchers who argue that the emergence of online distribution platforms allow content producers in the creative industries to bypass powerful publishers and distributors, and other researchers who argue that this strategy cannot succeed without the complementary assets that these intermediaries provide. We use a case study of the Dutch Video Game Developer (DVGD) bringing to market an identical video game using two different but comparable distribution platforms as a quasi-experiment: in the first release DVGD used online distribution to reach consumers directly, whereas in the second it used an alliance with an established video game publisher. We find that, while the alliance required DVGD to share with the publisher a substantial fraction of the value appropriated by the game, the alliance strategy resulted in greater absolute financial performance and relative market performance compared to the self-publishing strategy. We conclude that the differences in performance can be traced back to specialized complementary assets required for successful commercialization. Technological change, such as the advent of digital distribution platforms, facilitates the implementation of novel business models. Yet, we know little about how managers make sense of novel pathways for doing business after the emergence of a widespread technological change. The third empirical study aims to shed light on this issue by asking why managers in the context of the video game industry changed their business models following the advent of digital distribution platforms, and how? A mixed-method study comprised of a sector-wide survey and four in-depth case studies in the market for digital video games in the United Kingdom provides insight into mangers’ reasons and motivations. I and my co-authors (Joost van Dreunen and Charles Baden-Fuller) find that managers moved away from the de facto work-for-hire business model into three novel business models: artist-led-distribution; freemium; and multisided. In changing their business models, managers do not have increased economic gains as solitary objective per se. Instead, novel business models offer ways of doing business in which a cognitive tension between important organizational objectives – a desire for creative autonomy versus mitigation of financial risks – can be resolved in alternative and typically preferred ways.
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Whitney, Raven L. "Exergaming and childhood obesity in North Carolina is there a market niche being created through a potential synergystic relationship? /." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/r1/whitneyr/ravenwhitney.pdf.

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Liang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.

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Massively multiplayer online games (MMOGs), often referred to as online video games —which enable players to interact with each other in a virtual world—generate significant and growing economic value. The predominant business model is free-to-play, in which collecting fees from in-game player-to-player (P2P) trading markets is an important way for firms to generate revenue. Surprisingly, quantitative research on the free-to-play business model in this industry is limited and, in particular, a thorough empirical investigation of the design of the P2P market is lacking. This thesis examines the fee structure, followed by an initial investigation of the sales mechanism. To understand the fee structure, we examine two commonly designs: listing fee (charged upfront) and commission (charged upon transaction). While it seems intuitive that listing fee—an entry cost—should lower the listing and transaction volumes (common industry indicators of long-run profitability) more than commission does, it is unclear which structure generates higher fee collection (short-run revenue). To answer this question, a structural model is developed to capture players’ trading behavior and applied to a popular game. The model is empirically challenging due to several industry features including a large number of long-lived players with unobserved heterogeneity. We tackle the challenge by assuming that players don't use their identities as information to form the sale probability, which is innocuous when each player’s impact on outcomes is small. We prove the existence of equilibrium, propose and implement a computationally light estimation procedure. Through counterfactuals, we find that there is a trade-off between them: listing fee (vs. commission) generates lower listing volume, similar transaction volume, and greater fee collection. We discuss the managerial implications. To better understand the sales mechanism, we compare fixed-price posting and auction. Due to data limitation (only fixed-price posting is observed), our goal is to develop a tractable auction framework (for estimation with actual auction data) and to conduct preliminary analysis. Using parameter estimates from the fixed-price posting data, our initial counterfactual shows that there is a trade-off: auction generates higher fee collection and listing volume, but lower transaction volume. We discuss the limitations and managerial implications.
Business, Sauder School of
Marketing, Division of
Graduate
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Hamouti, Rhizlane. "L'impact des stratégies inter-organisationnelles sur l'innovation produit et sur la performance marché de l'innovation produit : le cas de l'industrie des jeux vidéo." Thesis, Montpellier 1, 2014. http://www.theses.fr/2014MON10038.

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Cette thèse étudie les typologies des stratégies inter-organisationnelles que peuvent entretenir les firmes pour développer des innovations produits. Elle se donne pour objet de mesurer les implications de ces choix stratégiques sur l'innovation produit et sur la performance marché de ces innovations. D'un point de vue théorique, cette recherche se base à la fois (1) sur le cadre d'analyse des stratégies inter-organisationnelles, en mobilisant notamment les concepts de stratégie individuelle, de coopération avec des non-rivaux et de coopétition ainsi que (2) sur l'innovation produit, au regard des concepts d'innovation radicale et incrémentale. Le terrain de cette recherche est le secteur de l'édition de jeux vidéo. La méthodologie est mixte. Une étude exploratoire qualitative basée sur l'analyse de trente entretiens réalisés avec les principaux acteurs de l'industrie des jeux vidéo permet d'identifier les stratégies inter-organisationnelles déployées pour développer des innovations produits radicales et incrémentales, et d'en dresser une typologie. Une étude quantitative teste les liens entre les stratégies inter-organisationnelles identifiées et l'innovation produit (régressions logistiques binaires), et le lien entre ces stratégies et la performance marché de l'innovation produit (régressions linéaires multivariées et comparaison des moyennes estimées). Cette thèse met en évidence trois résultats principaux, (1) le premier résultat montre que la coopétition est la stratégie la plus viable pour l'innovation produit et la performance marché de l'innovation radicale et incrémentale ; (2) le second résultat montre que la coopétition horizontale est la stratégie la plus viable pour la performance marché de l'innovation produit radicale et incrémentale, en comparaison avec la coopétition verticale (3) tandis que la stratégie de coopétition simultanément horizontale et verticale va être la plus viable pour la performance marché de l'innovation produit radicale et incrémentale en comparaison avec la coopétition horizontale. Ainsi, cette thèse démontre que la performance marché de l'innovation produit varie en fonction de la stratégie adoptée, du partenaire privilégié et en fonction du type d'innovation produit (radicale ou incrémentale). La thèse met en lumière également que, bien que la coopétition soit considérée comme une stratégie à haut risque, ce risque est associé à un niveau de performance élevé
This thesis examines the typologies of inter-organizational strategies that firms can adopt to develop product innovation. It also highlights the implications of these strategies on the product innovation and on the market performance of these innovations. From a theoretical point of view, this research is based on (1) the analysis framework for the inter-organizational strategies, emphasizing the concepts of individual strategy, cooperation with non-competitors and co-opetition, as well as on (2) the product innovation, in the view of radical and incremental innovation concepts. The field of this research is the video game sector. The methodology is mixed. A qualitative exploratory study, based on the analysis of thirty interviews conducted with key actors in the video game industry, allowed the identification of the inter-organizational strategies, used to develop radical and incremental products innovations and to develop a typology. A quantitative study tests the relationship between the inter-organizational strategies identified and product innovation (binary logistic regression), and the link between these strategies and the market performance of product innovation (multivariate linear regression and estimated means comparison).This thesis highlights three key findings : (1) the first result shows that coopetition is the most viable strategy for product innovation and for the market performance of radical and incremental product innovation; (2) the second result shows that the horizontal coopetition is the most viable strategy for the market performance of radical and incremental product innovation, compared with the vertical coopetition, (3) while the strategy of simultaneously horizontal and vertical coopetition will be the most viable for the market performance of radical and incremental product innovation, in comparison with the horizontal coopetition. Thus, this thesis shows that the market performance of product innovation varies with the strategy, the partner and the type of product innovation (radical or incremental). In addition, the thesis highlights that, although coopetition is considered a high-risk strategy, risk is associated with a high level of performance
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Ro, Joon Hyoung. "Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games." Thesis, 2014. http://hdl.handle.net/2152/24950.

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I study the impact of the used goods market on pricing and profits in the video game industry and the implications of resale restrictions. I develop a modeling framework that incorporates (a) heterogeneous consumers who are forward looking in their buying an selling behaviors, (b) a strategic game producer who prices its products considering both inter-temporal price discrimination and price competition with used goods, (c) rational expectations on future prices by both consumers and the firm, and (d) market equilibria for both new and used-goods markets. Without observing sales data, I use equilibrium pricing solutions in my model and the varying rate of price decrease after a game's release to identify the sales volume of a game in every period as a percentage of its total demand. I develop a computationally tractable utility specification to solve the computational challenge comes with modeling the supply side equilibrium. I construct the demand function for a game from heterogeneous consumers whose valuations distribute on an interval, and partially characterize the consumers' decisions and reduce the dimensionality of the state space. Applying the model to a unique dataset of game prices collected from the Internet, I estimate the game-specific demand for multiple games released in the U.S. market. The results show significant variation across games in terms of shapes of valuation distributions, expected play time, degrees of consumers' preference for new over used games, and price sensitivities. Policy simulations show that the effects of prohibiting resale largely depend on the shape of a game's demand distribution, because most of the profits are gained from higher-valuation consumers who purchase the game when the price is high. Prohibiting resale does not dampen their willingness to pay for the game because their high utility from playing it. Moreover, higher expected future prices in the absence of the used-game market further reduces their incentives to wait. I find the predicted profit increase is significant for most games when reselling is prohibited. However, games with demand consisting mostly of low valuation consumers benefit less from this structural change, because (a) early sales increase only slightly given a much smaller proportion of high valuation consumers and (b) losing the option to resell significantly decreases the willingness to pay for low valuation consumers, forcing the firm to slash its prices dramatically over time. I find empirical evidence that a firm can be better off with the used game market. This suggests that though eliminating the resale market is generally optimal for popular games, retaining it can be more profitable for some games.
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Books on the topic "Video game market"

1

Zeng, Jun Yan. The virtual war: A marketing strategy of the video game console market. Oxford: Oxford Brookes University, 2003.

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Bubley, Dean. Virtual reality: Video games or business tool? London: Financial Times Business Information, 1994.

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Mark, Walker. Video games: The dominant form of electronic entertainment? Norwalk, CT: Business Communications Co., 2001.

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Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.

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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
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Productions, Scenehouse, and Packaged Facts (Firm), eds. The U.S. market for video games and PC entertainment software. New York: Kalorama Information, 1998.

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Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
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Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.
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McAlpine, Kenneth B. Nintendo’s NES. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0005.

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The North American video game crash of 1983 made it difficult for Nintendo to break into the American market with its new console, the Nintendo Entertainment System. When it finally did gain a toehold in 1986, it was the Nintendo ‘Seal of Quality’, a graphical rosette that was emblazoned on every official Nintendo release, that encouraged consumers to buy video game cartridges once more. This chapter explores how the difficulties in getting the Nintendo Entertainment System to market, coupled with a strong sense of house style, played an important part in creating a consistency in the 8-bit sound, in terms of both quality and style. The chapter focuses on Super Mario Bros., the game that defined the Nintendo Entertainment System. Its catchy soundtrack captured the qualities of the gameplay. It discusses how the game’s composer, Koji Kondo, defined the formal grammar and style of a new form of media music, the interactive game underscore, and worked with the hardware to create a light, jazz-inspired sound.
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Staff, Paizo. Black Markets. Paizo Inc., 2015.

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Oates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.

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This chapter examines how commercial entertainments relating to the NFL advance a vision of idealized citizenship in the twenty-first century U.S. which is budget-conscious and market-oriented. The chapter extends the concerns with productivity, which were developed in the previous two chapters, focusing this interest on the construction of a financialized citizen, who is analytical and concerned with organizational strategies. Through football-related entertainments, these idealized figures are imagined as valorized men. The chapter focuses on promotions for the popular digital entertainments of fantasy football and the video game series Madden NFL. Both games position NFL fans to act as effective managers of teams and players. In doing so, they impart more generally applicable lessons about fiscal management and social relations in the late capitalist period, while offering forms of masculine validation for those who succeed.
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Book chapters on the topic "Video game market"

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Styhre, Alexander. "In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers." In Indie Video Game Development Work, 153–83. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_6.

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Styhre, Alexander. "Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth." In Indie Video Game Development Work, 219–43. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45545-3_8.

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Chew, Matthew M. "Contested Reception of the Free-To-Play Business Model in the North American Video Game Market." In Global Game Industries and Cultural Policy, 227–49. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40760-9_11.

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Walkerdine, Valerie. "Video Games in a Global Market." In Children, Gender, Video Games, 137–51. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_7.

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Gomez, Camilo, and Maria Alejandra Gonzalez-Perez. "Internationalization of Video-Game Studios from Emerging Markets: A Colombian Case Study Based on an Activity-Based View." In International Business in Latin America, 140–65. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137409126_8.

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Sautter, Sarah Jo, and Jay D. Lindquist. "Exploring Print Ads and Web Sites Target Market and Approach Match-Ups: Interactive Video Games and Facial Cosmetics." In Proceedings of the 1998 Academy of Marketing Science (AMS) Annual Conference, 174–78. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-13084-2_43.

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"The market for video games." In Video Game Marketing, 21–34. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900-7.

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"1. The Video Game Market." In Video Kids, 8–27. Harvard University Press, 1991. http://dx.doi.org/10.4159/harvard.9780674422483.c1.

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"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage, 269–95. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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Daidj, Nabyla. "Video Game Consoles." In Gamification, 883–907. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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Conference papers on the topic "Video game market"

1

Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th grade students. Students exposed to the modified video game significantly improved their immediate recall of knowledge level history items. Students expressed interest in future educational game playing and felt that they had a better understanding of application level history items. While these results are encouraging, the small sample size of this experiment prevents generalization and necessitates further study.
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Khaleghi, Kaveh, and Artur Lugmayr. "Video game market segmentation based on user behavior." In Proceeding of the 16th International Academic MindTrek Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2393132.2393194.

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Strube, Jochen, Sven Schade, Patrick Schmidt, and Peter Buxmann. "Simulating Indirect Network Effects in the Video Game Market." In 2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07). IEEE, 2007. http://dx.doi.org/10.1109/hicss.2007.483.

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Sizhu Tan and Mingzhi Li. "The market structure of the video game industry: A platform perspective." In 2008 International Conference on Service Systems and Service Management (ICSSSM 2008). IEEE, 2008. http://dx.doi.org/10.1109/icsssm.2008.4598486.

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Pena, Jose M., Ernestina Menasalvas, Santiago Muelas, Antonio LaTorre, Luis Pena, and Sascha Ossowski. "Soft computing for content generation: Trading market in a basketball management video game." In 2013 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2013. http://dx.doi.org/10.1109/cig.2013.6633620.

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Zhang, Xiaohan. "Evaluation of Game Publishers and Study on the Player Preference Based on the Data from 1980 to 2020 in Video Game Market." In ICIEA 2021-Europe: 2021 The 8th International Conference on Industrial Engineering and Applications. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3463858.3463870.

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Egorova, S. D., A. Lock, and M. G. Nechaev. "COMICS DEVELOPMENT FACTORS IN RUSSIA FOR THE INTERNATIONAL MARKET." In TWEET-FENTS. Новосибирский государственный университет архитектуры, дизайна и искусств им. А.Д. Крячкова, 2020. http://dx.doi.org/10.37909/978-5-89170-266-0-2020-1011.

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The comic combines the features of such art forms as literature and fine art. They have long been present in the media and, as a rule, are now being worked on in large editions. In America, Japan and Europe, the comics industry is no less developed than the cinema and television industry, literature and video games. In Russia, comics as a genre arestill in their infancy.
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Mitsuhara, Hiroyuki, and Masami Shishibori. "Evacuation training using scenario-based augmented reality game." In The 5th International Conference on Virtual and Augmented Reality in Education. CAL-TEK srl, 2019. http://dx.doi.org/10.46354/i3m.2019.vare.007.

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"Evacuation training is important as disaster education that covers how to survive disasters. However, traditional evacuation training does not provide realistic simulated evacuation experience (SEE). To provide the such, we developed game-based evacuation training (GBET), where trainees are required to reach a shelter in the real world within a time limit while making decisions against virtual disaster situations presented as digital contents (e.g. video and single-choice question) on GPS-enabled smartphones or tablets. However, the GBET was insufficient in the audiovisual reality. To provide a more realistic SEE, we created an evacuation training using scenario-based augmented reality (AR) game that integrates marker-based AR and scenariobased game. Although only applicable in indoor activities, the evacuation training (the extended GBET system) presents AR that expresses disaster situations (e.g. flood and fire) by superimposing threedimensional computer graphics onto the real-time view through a handheld head-mounted display."
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Dey, Debabrata, and Atanu Lahiri. "Versioning of Video Games: Go Vertical in a Horizontal Market?" In 2016 49th Hawaii International Conference on System Sciences (HICSS). IEEE, 2016. http://dx.doi.org/10.1109/hicss.2016.650.

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Snodgrass, Sam, and Santiago Ontañón. "Player Movement Models for Video Game Level Generation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/105.

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The use of statistical and machine learning approaches, such as Markov chains, for procedural content generation (PCG) has been growing in recent years in the field of Game AI. However, there has been little work in learning to generate content, specifically levels, accounting for player movement within those levels. We are interested in extracting player models automatically from play traces and using those learned models, paired with a machine learning-based generator to create levels that allow the same types of movements observed in the play traces. We test our approach by generating levels for Super Mario Bros. We compare our results against the original levels, a previous constrained sampling approach, and a previous approach that learned a combined player and level model.
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