Academic literature on the topic 'Video game market'
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Journal articles on the topic "Video game market"
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.
Full textGoaid 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.
Full textIlyanov, 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.
Full textKirk, 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.
Full textTomkinson, 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.
Full textDanshina, 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.
Full textBurdenko, 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.
Full textKrok, 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.
Full textWIKHAMN, 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.
Full textFernández-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.
Full textDissertations / Theses on the topic "Video game market"
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.
Full textWagner, 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.
Full textChow, 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.
Full textIncludes 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.
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/.
Full textSem resumo.
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.
Full textRietveld, 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/.
Full textWhitney, 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.
Full textLiang, 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.
Full textBusiness, Sauder School of
Marketing, Division of
Graduate
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.
Full textThis 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
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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Books on the topic "Video game market"
Zeng, Jun Yan. The virtual war: A marketing strategy of the video game console market. Oxford: Oxford Brookes University, 2003.
Find full textBubley, Dean. Virtual reality: Video games or business tool? London: Financial Times Business Information, 1994.
Find full textMark, Walker. Video games: The dominant form of electronic entertainment? Norwalk, CT: Business Communications Co., 2001.
Find full textSuter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.
Full textProductions, Scenehouse, and Packaged Facts (Firm), eds. The U.S. market for video games and PC entertainment software. New York: Kalorama Information, 1998.
Find full textWilliams, 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.
Full textPaavilainen, 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.
Full textMcAlpine, Kenneth B. Nintendo’s NES. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0005.
Full textOates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.
Full textBook chapters on the topic "Video game market"
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.
Full textStyhre, 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.
Full textChew, 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.
Full textWalkerdine, 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.
Full textGomez, 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.
Full textSautter, 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.
Full text"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.
Full text"1. The Video Game Market." In Video Kids, 8–27. Harvard University Press, 1991. http://dx.doi.org/10.4159/harvard.9780674422483.c1.
Full text"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.
Full textDaidj, Nabyla. "Video Game Consoles." In Gamification, 883–907. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.
Full textConference papers on the topic "Video game market"
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.
Full textKhaleghi, 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.
Full textStrube, 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.
Full textSizhu 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.
Full textPena, 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.
Full textZhang, 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.
Full textEgorova, 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.
Full textMitsuhara, 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.
Full textDey, 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.
Full textSnodgrass, 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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