Academic literature on the topic 'Video game sales'

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Journal articles on the topic "Video game sales"

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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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Babb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (September 30, 2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendos Wii was the top selling global platform; Nintendo DS was the second tier; Xbox 360, Sony PlayStation 3, and the personal computer (PC) are in the third tier; the fourth tier consists of Sony PlayStation 2 and Sony PSP; and the retired sixth generation Nintendo GameCube is the lowest sales tier.
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Adıgüzel, Feray. "The Effect of YouTube Reviews on Video Game Sales." Journal of Business Research - Turk 13, no. 3 (September 28, 2021): 2096–109. http://dx.doi.org/10.20491/isarder.2021.1249.

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Gil, Ricard, and Frederic Warzynski. "Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry." Journal of Law, Economics, and Organization 31, suppl 1 (April 25, 2014): i143—i168. http://dx.doi.org/10.1093/jleo/ewu006.

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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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Belinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.

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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pursued the electronic game industry as a promising profession. However, there is still rarely a community forum for game lovers. The available containers are only limited to the place of sale / retail games without any means of playing video games and supporting facilities, such as in the Glodok electronic center. Or just offer a means to play video games without the means of sales and support, such as Timezone. In Indonesia, video games are still seen as mere hobbies for leisure time. Lack of government support and a negative public view of the game also impedes the realization of this kind of project. With the above considerations, hopefully the gaming community arena will not only be a means of entertainment, socialization and competition, but also as a means of learning and employment in the field of gaming. The main objective of the project this time is to accommodate the community as well as a place for competition for video game lovers. This game facility is a commercial value project, located in the West Jakarta area, precisely in the Grogol Petamburan area. The concept used in the building is inspired by the motherboard which is the driving core in all electronic video game devices.Abstrak Generasi milenial hidup beriringan dengan perkembangan teknologi yang pesat. Berbeda dengan generasi sebelumnya, generasi ini lebih banyak menghabiskan waktu di dalam dunia maya daripada dunia nyata. Hiburan dunia maya seringkali menjadi solusi untuk melepas kepenatan dari kesibukan sehari-hari. Begitu pula dengan generasi milenial di Indonesia, dimana 56 persen dari mereka cenderung menghabiskan waktu untuk bermain video game. Adanya internet telah mengubah cara bermain yang satu arah menjadi tidak terbatas. Saat ini video game tidak hanya menjadi sarana hiburan, namun dapat menjadi sarana ajang kompetisi antar pemain. Sudah banyak generasi milenial yang menekuni industri permainan elektronik ini sebagai profesi yang menjanjikan. Namun, masih jarang tersedia wadah komunitas para pecinta game. Wadah yang tersedia hanya terbatas pada tempat penjualan / retail game tanpa ada sarana bermain video game dan fasilitas penunjangnya, seperti di kawasan pusat elektronik Glodok. Atau hanya menawarkan sarana bermain video game tanpa sarana penjualan dan penunjangnya, seperti Timezone. Di Indonesia, video game masih dipandang hanya sebagai hobi untuk mengisi waktu luang semata. Kurangnya dukungan pemerintah dan pandangan negatif masyarakat terhadap game juga menghambat terealisasinya proyek semacam ini. Dengan pertimbangan diatas, maka diharapakan arena komunitas gaming ini tidak hanya menjadi sarana hiburan, sosialisasi dan kompetisi, namun juga sebagai sarana pembelajaran dan pekerjaan dalam bidang game. Tujuan utama dari dari proyek kali ini adalah mewadahi komunitas sekaligus menjadi tempat kompetisi para percinta video game. Fasilitas permainan ini merupakan proyek bernilai komersial, yang terletak di daerah Jakarta barat, tepatnya kawasan Grogol Petamburan. Konsep yang dipakai pada bangunan terinspirasi dari papan motherboard yang merupakan inti penggerak dalam seluruh perangkat elektronik video game.
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Payne, Matthew Thomas. "Marketing Military Realism in Call of Duty 4." Games and Culture 7, no. 4 (July 2012): 305–27. http://dx.doi.org/10.1177/1555412012454220.

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This essay investigates the challenges that video game marketing encounters when selling the pleasures of playing virtual war. While marketing paratexts are crucial to video games because of the vagaries of their industry, they are especially important for Call of Duty 4: Modern Warfare, as it is the first of the franchise to be set in the 21st century and immerse players in contemporary theaters of war. These marketing paratexts not only generate hype for the game and work to drive sales, but as importantly, they also suggest particular textual readings over others with the goal of insulating Call of Duty’s virtual war play from interpretations and criticisms that might link the violent play on-screen to the worldly violence unfolding in Iraq and Afghanistan.
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Trapova, Alina, and Emanuele Fava. "Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 77–93. http://dx.doi.org/10.4337/ielr.2020.02.01.

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This article examines the issue of copyright exhaustion for digitally distributed video games in the EU. In light of the case law of the CJEU and national courts, it applies to video games two relevant dichotomies – sale/licence and goods/services. Diving into the modern Games-as-a-Service (GaaS) trend, it argues that treating all transactions as sales and all games as goods poorly reflects the complexity of today's video game industry. The many uncertainties of the current legal framework and the impractical consequences of digital exhaustion could force the industry to change its distribution models in ways not necessarily beneficial to consumers. Thus, the applicability of exhaustion to digitally distributed games should be ruled out once and for all. Nonetheless, where copyright is unable to offer satisfactory solutions, consumer law may protect players vis-à-vis digital distribution platforms, while at the same time providing legal certainty to the industry.
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Trapova, Alina, and Emanuele Fava. "Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 77–93. http://dx.doi.org/10.4337/ielr.2020.02.01.

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This article examines the issue of copyright exhaustion for digitally distributed video games in the EU. In light of the case law of the CJEU and national courts, it applies to video games two relevant dichotomies – sale/licence and goods/services. Diving into the modern Games-as-a-Service (GaaS) trend, it argues that treating all transactions as sales and all games as goods poorly reflects the complexity of today's video game industry. The many uncertainties of the current legal framework and the impractical consequences of digital exhaustion could force the industry to change its distribution models in ways not necessarily beneficial to consumers. Thus, the applicability of exhaustion to digitally distributed games should be ruled out once and for all. Nonetheless, where copyright is unable to offer satisfactory solutions, consumer law may protect players vis-à-vis digital distribution platforms, while at the same time providing legal certainty to the industry.
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Cox, Joe. "What Makes a Blockbuster Video Game? An Empirical Analysis of US Sales Data." Managerial and Decision Economics 35, no. 3 (April 15, 2013): 189–98. http://dx.doi.org/10.1002/mde.2608.

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Dissertations / Theses on the topic "Video game sales"

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Rosok, Jill C. "Diversity and Innovation: The Effects of Diverse Creator Teams on Video Game Characteristics and Sales." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1399.

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I analyze the effects of gender diversity on video game production teams. I hypothesize teams with greater gender diversity produce more games with uncommon characteristics than less diverse teams, and the games these teams develop generate higher revenue and unit sales compared to games developed by less diverse teams. I find teams with more women disproportionately develop games that are non-violent and have playable female leads. I examine whether there is an optimal ratio of women to hire for each game genre in order to maximize revenue by analyzing the relationship between the percentage of women on a team in each genre and total revenue. While I do see evidence of firms over- or under-hiring women in some genres before 2001, it appears for the most part firms have optimized their hiring practices in regards to gender diversity from 2001 onward.
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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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Bouchot, Hélène. "Observer autrui lors de séances de simulation haute-fidélité : une activité mimétique et ludique portée par des en-jeux sérieux." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS104.

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L’objectif de cette thèse est de produire des connaissances sur l’activité d’observation lors de séance de simulation haute-fidélité (SHF), en formation initiale de la maïeutique. Cette activité reste une zone d’ombre à la fois du point de vue scientifique et également du point de vue de la formation, alors qu’il s’agit d’une pratique ordinaire en formation initiale des métiers de la santé. L’observation permet de répondre à la contrainte de former un effectif conséquent d’étudiants à travers un dispositif pédagogique qui ne soit pas trop chronophage tout en tirant profit des équipements vidéo, des salles de SHF, tels qu’ils sont préconisés par la Haute Autorité de Santé (HAS). Cette étude se place dans le cadre du programme de recherche empirique (visant la production de connaissances) et technologique (visant l’enrichissement continué dans l’usage de modalités de SHF) du cours d’action (Theureau, 2004, 2006) pour analyser l’activité d’observation de cinq étudiantes sages-femmes, à l’occasion d’un module de plusieurs séances de SHF. Ce cadre épistémologique d’anthropologie culturelle énactive (Theureau, 2015) permet de prendre en compte le point de vue des observatrices pour accéder à la compréhension de leur activité, en partie silencieuse, ainsi qu’à son potentiel transformatif. Les analyses des données construites à partir des vidéos des situations d’observation, de traces écrites de l’activité et des entretiens d’autoconfrontations, font émerger des structures typiques de différents niveaux dans l’organisation de l’activité. L’activité d’observation s’organise coopérativement en conduite de jeu, en considérant les indéterminations de la situation comme des en-jeux d’ordre strictement conventionnel pour les observatrices. Elle s’accompagne de divers niveaux d’immersions mimétiques, comme pour les dispositifs de vidéoformation, avec actualisations-synchronisations-comparaisons des préoccupations des observatrices et des observées, permettant d’accéder à la compréhension de la complexité d’une situation de travail dans ses dimensions sociales, spatiotemporelles et techniques. Nos résultats mettent en évidence également des processus transformatifs : a) pertinents pour la pratique maïeutique en tant que ressources potentiellement mobilisables en pratique réelle ultérieure et prometteuses de performance en situations similaires, b) spécifiques à la simulation permettant de gagner en jouabilité et, c) qui amènent à repenser l’accompagnement du débriefing lors de séances de SHF. Ainsi l’activité d’observation s’actualise de façon typique en activité de nature ludo-utilitaire rendant compte d’une appropriation ludique de l’environnement social-technique d’observation, permettant de définir ce moment particulier du dispositif de formation par SHF, comme un espace vidéo-ludo-utilitaire
The aim of this thesis is to produce knowledge about the observation activity during a high-fidelity simulation session (HFS), as part of initial maieutic training. This activity remains a gray area both from a scientific point of view and from the point of view of training, whereas it is standard practice during initial health professions training. Observation makes it possible to respond to the constraint of training a large number of students, by using a pedagogical device that is not too time-consuming which takes advantage of the video equipment and HFS rooms, in accordance with the recommendations of the French National Authority of Health (HAS). This study falls within the empirical research program (aimed at the knowledge production) and technological research (aimed at the continued enrichment in the use of HFS ) of ‘course of action’ (Theureau, 2004, 2006) in order to analyze the observation activity of five midwife students, during a module of several HFS sessions. This epistemological framework of 'enactive cultural anthropology' makes it possible to consider the observers’ point of view in order to gain a better understanding of their activity, partly silent, as well as its transformative potential. Data analysis constructed from the videos of the observation situations and self-confrontation interviews, make emerge typical structures of different levels in the organization of the activity. The observation activity is organized cooperatively as if it were a game, with indeterminations of the situations being considered as a stake of strictly conventional order to the observers. It is accompanied by various levels of mimetic immersion, as for video-training devices, with updates-synchronizations-comparisons of concerns from observers and observed students. This allowing to gain a better understanding of the complexity of a work situation in its social, spatial and technical dimensions.Moreover, our results also highlight transformative processes emerge from this activity of observation: a) relevant to maieutic practice as resources potentially mobilizable in real future practice and promising performance in similar situations, b) specific to simulation in order to gain playability and, c) that lead to rethink debriefing accompaniment during HFS session. Thus, the activity of observation is typically updated in an activity of a ludo-utilitarian nature, reflecting an appropriation of the social-technical environment of observation, making it define this particular moment of the training device by HFS, as a fun and utilitarian video space
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Caballero, Luis Alberto Mendieta. "“The impact of online ratings on video game sales”." Master's thesis, 2015. http://hdl.handle.net/10362/15686.

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Online third-party reviews have been grown over the last decade and they now play an important role as a tool for helping customers evaluate products and services that in many cases offer more than tangible features. This study intends to quantify the impact online ratings have over video game sales by conducting a linear regression analysis on 300 titles for the previous console generation (PlayStation® 3 and Xbox® 360) using a data from the video game industry to understand the existing influence on this particular market. The findings showed that these variables have a weak linear relationship thus suggesting that quality of a title explains little the commercial success of a video game and instead this should cover a wider range of factors. Afterwards, we compare results to previous ones and discuss the managerial implications for upcoming gaming generations.
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鄭敬修. "The Study on After-Sales Service Using the Evaluation of Channels Distribution of Video Games - A Case of M Video Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/xsbmub.

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Books on the topic "Video game sales"

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Saltzman, Marc. Game Design: Secrets of the Sages. BradyGames, 1999.

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Game Design: Secrets of the Sages. Pearson Education, 2002.

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Game Design: Secrets of the Sages. Indianapolis, USA: Pearson Education, 2002.

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Game Design: Secrets of the Sages. BradyGames, 2000.

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Game Design - Secrets of the Sages - 3rd Edition. 3rd ed. Pearson Software, 2002.

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Eve, Martin Paul. Warez: The Infrastructure and Aesthetics of Piracy. punctum books, 2021. http://dx.doi.org/10.53288/0339.1.00.

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When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer Protocol servers (“topsites”) in the mid- to late-1990s. The “Scene,” as it is known, is highly illegal in almost every aspect of its operations. The term “Warez” itself refers to pirated media, a derivative of “software.” Taking a deep dive in the documentary evidence produced by the Scene itself, Warez describes the operations and infrastructures an underground culture with its own norms and rules of participation, its own forms of sociality, and its own artistic forms. Even though forms of digital piracy are often framed within ideological terms of equal access to knowledge and culture, Eve uncovers in the Warez Scene a culture of competitive ranking and one-upmanship that is at odds with the often communalist interpretations of piracy. Broad in scope and novel in its approach, Warez is indispensible reading for anyone interested in recent developments in digital culture, access to knowledge and culture, and the infrastructures that support our digital age.
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Book chapters on the topic "Video game sales"

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Agu, Emmanuel, Bengisu Tulu, Amorn Chokchaisiripakdee, Nuttaworn Sujumnong, and Latthapol Khachonkitkosol. "Making Exergames Appealing." In Advances in Medical Technologies and Clinical Practice, 293–311. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch014.

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While exergames are becoming mainstream with increasing sales, fewer exergame units are still sold annually than non-exergame video games. For instance, in 2013 there was only one exergame (Just Dance 4) in the list of top 10 games sold. In this chapter, the authors attempt to determine (1) if a gap exists in appeal between exergames and non-exergame video games, (2) the factors that make video games more or less appealing to an audience, and (3) people's perceptions of whether playing exergames can help them become healthier. The authors reviewed literature, conducted reviews of top 10 video games, analyzed Amazon.com user comments on the top selling exergames, and conducted an online survey to understand gamer perceptions of exergames and non-exergame video games. Through this work, an evaluation tool that could be utilized by other researchers was developed. The recommendations at the end of this chapter could also help game designers in improving the appeal of exergames.
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Sweeny, Robert W. "The Politics of Video Games in STEM Education." In K-12 STEM Education, 997–1007. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3832-5.ch046.

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This chapter considers broad issues related to videogame design and art educational policy issues. Discussed are Science, Technology Engineering, and Math (STEM) funding proposals, and recent moves to add the arts to this equation. Following this is a discussion of Quest to Learn, and their curricular structure, which incorporates complexity thinking, and relates to STEM, but deals more with game design as opposed to specifically being about videogames. The paper closes with recent statistics on videogame sales, and youth media use, making the argument that videogames are becoming part of a larger network of gaming experiences, and are not limited to one particular mode of delivery.
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Sweeny, Robert W. "The Politics of Video Games in STEM Education." In Advances in Media, Entertainment, and the Arts, 331–41. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1665-1.ch019.

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This chapter considers broad issues related to videogame design and art educational policy issues. Discussed are Science, Technology Engineering, and Math (STEM) funding proposals, and recent moves to add the arts to this equation. Following this is a discussion of Quest to Learn, and their curricular structure, which incorporates complexity thinking, and relates to STEM, but deals more with game design as opposed to specifically being about videogames. The paper closes with recent statistics on videogame sales, and youth media use, making the argument that videogames are becoming part of a larger network of gaming experiences, and are not limited to one particular mode of delivery.
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DaCosta, Boaventura, and Soonhwa Seok. "Cybercrime in Online Gaming." In Encyclopedia of Criminal Activities and the Deep Web, 881–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9715-5.ch059.

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Video games offer rich interactive experiences. Increasingly, however, their popularity coupled with their global connectivity has raised concerns about safety. Although it can be argued that video game developers and publishers have been plagued by cybercrime since the beginning of the industry, video game companies are not the only targets. Cybercriminals also have their sights on gamers. This article examines cybercrime affecting the video game industry and its players. Focused on some of the most deliberate forms of cybercrime found in the literature within the past few years, the article explores data breaches, compromised accounts and stolen data, the theft and sale of in-game items, and money laundering. While the information is anticipated to be of value to educators, practitioners, researchers, game developers, and publishers, it should by no means be considered an all-inclusive reference, but rather a catalyst for discussion, debate, and future research.
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Young, Patricia A. "Case Study of an Educational Product." In Instructional Design Frameworks and Intercultural Models, 298–315. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-426-2.ch015.

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Instructional design includes the production of educational products such as software, Web-based environments, video games, videos, films, and print technologies. Educational software for school-aged children in the United States has been on the decline since 1999, when it peaked at $605 million; in 2005, estimates of retail sales were at $128 million (Wong, 2006). However, higher education has seen an upsurge in software that aids colleges and universities in managing teaching and learning information. The future of educational product development for children and adult learners needs a resurgence of energy and innovative instructional designs can be at the forefront of this rebirth.
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Lovric, Bruno. "Pokémon Fandom as a Religion." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 460–79. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch022.

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This chapter examines the fandom of Nintendo Switch's Pokémon video game and its association with religion and identity-building. By means of semiotic analysis of the game's content and in-depth interviews with Hong Kong fans, the study examines the game's narrative and its role in the construction of players' social and religious identities. Using the functional framework of religion, it explores three major elements of the story: myth, ritual, and community. These three elements strengthen players' investment with the game by projecting the animistic attachment towards Pokémon characters and imbuing them with a sense of spirit or anima. The chapter argues that the game's animism is rooted in commodity-consumerism which uses emotive ties between people and things to encourage capitalist drives and encourage the sale of products. At the same time, by allowing its fans to create meaning and build a sense of connection with imaginary beings and likeminded fans, the game grants an escape from Hong Kong's urban alienation and approaches a functional view of religion.
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Mishra, Brojo Kishore, and Rekhanjali Sahoo. "Application of Opinion Mining in E-Commerce." In Improving E-Commerce Web Applications Through Business Intelligence Techniques, 271–96. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3646-8.ch012.

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Social media has become an increasingly important part of our daily lives in the last few years. An area of substantial research is that of predicting product sales, such as books, video games, and movie tickets. Customer opinions play a very crucial role in daily life. When we have to make decisions, opinions of other individuals are also considered. Business organizations and corporate organizations are always eager to find consumer or individual views regarding their products, support, and service. In e-commerce, online shopping, and online tourism, it is very crucial to analyze the social data present on the web automatically; therefore, it is very important to create methods that automatically classify them. In this chapter, the authors do future prediction of financial market by taking past observations so that they can maximize their profit and orders can be placed on time.
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Tomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Advances in Human and Social Aspects of Technology, 84–95. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-4047-2.ch005.

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E-sports within the gaming industry characterize an economic sector that is engaged in the developing, marketing, and sale of video games. They represent many opportunities for advertising and public relations, which are very important to increase the visibility of e-sports. The use of both has proved far more effective, because it allowed a rapid increase in their popularity. The aim of this chapter is to compare the use of public relations and advertising in e-sports and to determine their appropriateness. So, the relationship between public relations, advertising, and e-sports is developed and researched for the first time here. The authors used qualitative comparative analysis between public relations and advertising in the context of e-sports based on Natus Vincere, one of the most important Ukrainian organizations in the gaming industry. The rise of the gaming industry and recent success of e-sports demonstrate the profitable economic potentials of gaming spectatorship.
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Tomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 171–82. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch010.

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E-sports within the gaming industry characterize an economic sector that is engaged in the developing, marketing, and sale of video games. They represent many opportunities for advertising and public relations, which are very important to increase the visibility of e-sports. The use of both has proved far more effective, because it allowed a rapid increase in their popularity. The aim of this chapter is to compare the use of public relations and advertising in e-sports and to determine their appropriateness. So, the relationship between public relations, advertising, and e-sports is developed and researched for the first time here. The authors used qualitative comparative analysis between public relations and advertising in the context of e-sports based on Natus Vincere, one of the most important Ukrainian organizations in the gaming industry. The rise of the gaming industry and recent success of e-sports demonstrate the profitable economic potentials of gaming spectatorship.
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Conference papers on the topic "Video game sales"

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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.

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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. Both primary and secondary data have been used. Findings show that video game retailers need to encourage engagement through incentives and other activities to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness. It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contributes in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
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Li, Jianbin, Yufan Zheng, Haoran Hu, Junhui Lu, and Choujun Zhan. "Predicting Video Game Sales Based on Machine Learning and Hybrid Feature Selection Method." In 2021 16th International Conference on Intelligent Systems and Knowledge Engineering (ISKE). IEEE, 2021. http://dx.doi.org/10.1109/iske54062.2021.9755343.

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Marcoux, Julie, and Sid-Ahmed Selouani. "A Hybrid Subspace-Connectionist Data Mining Approach for Sales Forecasting in the Video Game Industry." In 2009 WRI World Congress on Computer Science and Information Engineering. IEEE, 2009. http://dx.doi.org/10.1109/csie.2009.1001.

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Bailey, Eric Nelson, and Kazunori Miyata. "Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates." In 10th International Conference on Knowledge Discovery and Information Retrieval. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006898201550162.

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Lozano Muñoz, Alejandro. "Estéticas de la inconsistencia en los espacios de la imagen digital." In II Congreso Internacional Estéticas Híbridas de la Imagen en Movimiento: Identidad y Patrimonio. Valencia: Universitat Politàcnica de València, 2021. http://dx.doi.org/10.4995/eshid2021.2021.13205.

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Nota: El documento Word contiene más de 500 palabras debido a las referencias; el cuerpo del resumen tiene 487 palabras.-- Resumen -- La maleabilidad se ha consolidado como una característica distintiva de lo digital (Santos Ortiz, 2013; Walizcky, 1989). La ductilidad de los materiales del software, ya sean visuales o sonoros, permite experimentar con los componentes mediante técnicas como la separación, la recomposición o la fusión. A lo largo de las décadas de vida de las tecnologías digitales, estos procedimientos han dado lugar a hitos como la revitalización del montaje espacial (Manovich, 2001: 322-326), que se ha incrementado en la época de las redes sociales, o a prácticas polémicas como el morphing (Walker, 2006). En esta propuesta pretendo explorar cómo trabaja esa plasticidad en la creación de espacios tridimensionales navegables. Este tipo de entornos, conocidos comúnmente como mundos en 3D, son simulaciones inmersivas, es decir, pretenden envolver al usuario en universos artificiales que puede explorar gracias a la articulación de un conjunto de mecánicas. En el ámbito del desarrollo de videojuegos, el resultado deseado se denomina “game feel” (Swink, 2009), aunque podemos extender esta pretensión a entornos no lúdicos. Para alcanzar esta meta se potencian factores como la sensación de profundidad, la riqueza visual y sonora o el estímulo propioceptivo. En este sentido, los componentes de los mundos en 3D están dotados de una física que transmite cualidades como la densidad de los fluidos o la firmeza del terreno. Un principio clave de los espacios digitales es que la materia se diseña por entero a medida del usuario de forma que pueda percibirla como algo consistente. Los entornos envolventes en 3D mutan incesantemente a voluntad de la mirada del sujeto, que en este contexto ejercita lo que Martín Prada denomina una “óptica activa” (2018, cap. 6: ¶ 15). Este fenómeno, que Farocki exploró magistralmente en su serie Parallel (2014), es una consecuencia de economizar los recursos técnicos de los que hace uso el software, y provoca que los entornos tridimensionales sean ante todo superficie y apariencia. No resulta extraño que se hayan establecido analogías con la figura del parque temático (Nitsche, 2008: 8-14), ya que nos encontramos ante maquetas huecas que flotan literalmente en medio del vacío. Así lo afirman las prácticas en torno al glitch que documentan el aspecto del escenario cuando, por algún error, el avatar del usuario sale abruptamente de sus confines. He seleccionado una serie de piezas que explotan esta tensión entre materialidad e inmaterialidad para introducir alteraciones en el tejido del espacio digital. El resultado de estas operaciones es una ruptura con las expectativas de los usuarios, lo que genera sugerentes configuraciones estéticas. En la muestra preliminar se encuentran los siguientes trabajos: Mind: A Path to Thalamus (Mind Dev Team, 2014); P. T. (Kojima Productions, 2014); The Stanley Parable (Galactic Cafe, 2011); The Beginners Guide (Everything Unlimited Ltd., 2015); Inmersión (Marina Núñez, 2019); y Kentucky Route Zero (Cardboard Computer, 2013-2020). En todos estos casos, la manipulación en tiempo real del entorno articula experiencias vinculadas a categorías como lo fantástico, lo siniestro o lo sublime. -- Referencias -- Manovich, L. (2001). The Language of New Media. Cambridge: The MIT Press. Nitsche, M. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge: The MIT Press. Prada, J. M. (2018). El ver y las imágenes en el tiempo de Internet. ePub: Akal. Santos, R. (2013). De la maleabilidad del tiempo cinematográfico a la plasticidad del espacio digital. Análisis práctico de construcciones en la imagen código [Tesis doctoral]. Universidad de Salamanca, Salamanca. Swink, S. (2009). Game Feel. A Game Designers Guide to Virtual Sensation. Burlington: Elsevier. Walizcky, T. (1989). The Manifesto of Computer Art. Recuperado de Walizcky.net website: http://www.waliczky.net/pages/waliczky_manifest_eng.htm Walker, J. (2006). Only Screen Deep: Racial Morphing. Recuperado de Jessica Walker website: http://www.jessicawalker.net/screendeep.htm
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