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.
Full textBabb, 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.
Full textAdıgüzel, 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.
Full textGil, 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.
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 textBelinda, 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.
Full textPayne, 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.
Full textTrapova, 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.
Full textTrapova, 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.
Full textCox, 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.
Full textGreenwood-Ericksen, Adams, Scott R. Poorman, and Roy Papp. "On the Validity of Metacritic in Assessing Game Value." Eludamos: Journal for Computer Game Culture 7, no. 1 (December 16, 2013): 101–27. http://dx.doi.org/10.7557/23.6150.
Full textRaven, Peter, C. Patrick Fleenor, and Kristie Kucur. "Video Streaming in Southeast Asia: Blockbuster at the Edge." Asian Case Research Journal 07, no. 02 (December 2003): 195–218. http://dx.doi.org/10.1142/s0218927503000380.
Full textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textBorissov, Borislav. "THE OPPORTUNITIES OF GAMIFICATION IN BUSINESS PLANNING TRAINING." Knowledge International Journal 28, no. 1 (December 10, 2018): 285–90. http://dx.doi.org/10.35120/kij2801285b.
Full textRuohonen, Jukka, and Sami Hyrynsalmi. "Evaluating the use of internet search volumes for time series modeling of sales in the video game industry." Electronic Markets 27, no. 4 (January 24, 2017): 351–70. http://dx.doi.org/10.1007/s12525-016-0244-z.
Full textKim, Yunhyoung, and Jeonghoon Mo. "Pricing of Digital Video Supply Chain: Free versus Paid Service on the Direct Distribution Channel." Sustainability 11, no. 1 (December 21, 2018): 46. http://dx.doi.org/10.3390/su11010046.
Full textHofman-Kohlmeyer, Magdalena. "CREATING AND MODIFYING THE GAME CONTENT BY PLAYERS AS AN ACT OF PROSUMERISM." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 1 (March 31, 2020): 145–62. http://dx.doi.org/10.5604/01.3001.0014.1243.
Full textLee, Robin S. "Vertical Integration and Exclusivity in Platform and Two-Sided Markets." American Economic Review 103, no. 7 (December 1, 2013): 2960–3000. http://dx.doi.org/10.1257/aer.103.7.2960.
Full textShay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.
Full textKaimann, Daniel, and Joe Cox. "A Comparative Analysis of Consumption: Evidence from a Cultural Goods Market." Sustainability 13, no. 23 (November 30, 2021): 13275. http://dx.doi.org/10.3390/su132313275.
Full textINOUE, YUKI, and MASAHARU TSUJIMOTO. "GENRES OF COMPLEMENTARY PRODUCTS IN PLATFORM-BASED MARKETS: CHANGES IN EVOLUTIONARY MECHANISMS BY PLATFORM DIFFUSION STRATEGIES." International Journal of Innovation Management 22, no. 01 (January 2018): 1850004. http://dx.doi.org/10.1142/s1363919618500044.
Full textNakagiri, Yuko, and Osamu Kurita. "THE MODEL OF HIERARCHICAL GROWTH PROCESSES BY DIFFERENTIAL EQUATIONS : THE ANALYSIS OF THE SALES OF THE VIDEO GAME MACHINES ASSUMING TWO STAGE GROWTH PROCESSES." Journal of the Operations Research Society of Japan 45, no. 1 (2002): 44–63. http://dx.doi.org/10.15807/jorsj.45.44.
Full textBRAND, Albert E., and Yuriy E. YAKUBOVSKIY. "MATHEMATICAL MODELING OF THE SPREADING OF GENERATIONS OF INDUSTRIAL PRODUCTS IN A COMPETITIVE MARKET." Tyumen State University Herald. Physical and Mathematical Modeling. Oil, Gas, Energy 7, no. 2 (2021): 206–22. http://dx.doi.org/10.21684/2411-7978-2021-7-2-206-222.
Full textJensen, Graham H. "Making Sense of Play in Video Games: Ludus, Paidia, and Possibility Spaces." Eludamos: Journal for Computer Game Culture 7, no. 1 (December 16, 2013): 69–80. http://dx.doi.org/10.7557/23.6148.
Full textTerekli, Mustafa Serdar, and Halil Orbay Çobanoğlu. "Mental Education of Football Referees: Mental Suitcase of Modern Football Referees." International Education Studies 12, no. 3 (February 26, 2019): 105. http://dx.doi.org/10.5539/ies.v12n3p105.
Full textB.I. Situmeang, Frederik, Mark A.A.M. Leenders, and Nachoem M. Wijnberg. "The good, the bad and the variable." European Journal of Marketing 48, no. 7/8 (July 8, 2014): 1466–86. http://dx.doi.org/10.1108/ejm-08-2012-0493.
Full textAziz, Amar, Shuhaida Ismail, Muhammad Fakri Othman, and Aida Mustapha. "Empirical Analysis on Sales of Video Games: A Data Mining Approach." Journal of Physics: Conference Series 1049 (July 2018): 012086. http://dx.doi.org/10.1088/1742-6596/1049/1/012086.
Full textPerrier-Melo, Raphael José, Jorge Luis de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, and Manoel Da Cunha Costa. "INCIDÊNCIA DE LESÕES COM A PRÁTICA DE VIDEOGAMES ATIVOS." Manual Therapy, Posturology & Rehabilitation Journal 13 (May 19, 2015): 211. http://dx.doi.org/10.17784/mtprehabjournal.2015.13.211.
Full textChoi, Hoon S., Myung S. Ko, Dawn Medlin, and Charlie Chen. "The effect of intrinsic and extrinsic quality cues of digital video games on sales: An empirical investigation." Decision Support Systems 106 (February 2018): 86–96. http://dx.doi.org/10.1016/j.dss.2017.12.005.
Full textParker, Owen N., Ryan Krause, and Jeffrey G. Covin. "Ready, Set, Slow: How Aspiration-Relative Product Quality Impacts the Rate of New Product Introduction." Journal of Management 43, no. 7 (January 29, 2015): 2333–56. http://dx.doi.org/10.1177/0149206315569314.
Full textNear, Christopher E. "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games." Sex Roles 68, no. 3-4 (October 26, 2012): 252–69. http://dx.doi.org/10.1007/s11199-012-0231-6.
Full textIsmaya, Fikri, Oky Kurniawan, Hafifah Bella Novitasari, Jordy Lasmana Putra, and Windu Gata. "Deterministic Finite State Automatic Smartphone Sales at Handphone Store Using Vending Machine." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 5, no. 2 (January 26, 2022): 545–50. http://dx.doi.org/10.31289/jite.v5i2.5489.
Full textFAJAR, Ahmad Nurul, Aldian NURCAHYO, and Nunung Nurul QOMARIYAH. "Online Travel Agent for Tourism System Using Big Data and Cloud." Journal of Environmental Management and Tourism 11, no. 2 (May 6, 2020): 396. http://dx.doi.org/10.14505//jemt.11.2(42).18.
Full textANDRZEJ BUDA, ANDRZEJ JARYNOWSKI, and KATARZYNA KUŹMICZ. "An attempt to unified approach to the evolution of products in the entertainment industry." E-methodology 6, no. 6 (May 28, 2020): 80–93. http://dx.doi.org/10.15503/emet2019.80.93.
Full textPayá Santos, Claudio Augusto, and Juan José Delgado Morán. "El uso del ciberespacio para infringir el terror." Estudios en Seguridad y Defensa 11, no. 22 (November 20, 2017): 91–108. http://dx.doi.org/10.25062/1900-8325.211.
Full textLi, Hongshuang (Alice), Sanjay Jain, and P. K. Kannan. "Optimal Design of Free Samples for Digital Products and Services." Journal of Marketing Research 56, no. 3 (April 24, 2019): 419–38. http://dx.doi.org/10.1177/0022243718823169.
Full textTatarinova, Larуsa. "Trends in the development of book printing and book distribution in the world's leading countries through the lens of reading problems." Вісник Книжкової палати, no. 1 (February 2, 2022): 4–10. http://dx.doi.org/10.36273/2076-9555.2020.1(282).4-10.
Full textPaulino, Rita De Cássia Romeiro, and Marina Lisboa Empinotti. "PRODUTOS JORNALÍSTICOS PARA TABLETS COMO FERRAMENTAS PEDAGÓGICAS: estudo de caso do Golpe de 1964." Revista Observatório 3, no. 6 (October 1, 2017): 636. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n6p636.
Full textFukugawa, Nobuya. "Are Heavy Pirates also Heavy Buyers?: A Case of the Video Game Industry in Japan." Asian Journal of Law and Economics 9, no. 1 (April 13, 2018). http://dx.doi.org/10.1515/ajle-2017-0024.
Full textBatty, Shayla. "A Positive Side of Violent Video Game Play." USURJ: University of Saskatchewan Undergraduate Research Journal 7, no. 1 (February 17, 2021). http://dx.doi.org/10.32396/usurj.v7i1.473.
Full textGil, Ricard, and Frederic Warzynski. "Vertical Integration, Exclusivity and Game Sales Performance in the US Video Game Industry." SSRN Electronic Journal, 2010. http://dx.doi.org/10.2139/ssrn.1694311.
Full textBrown, Mark, and Sky LaRell Anderson. "Designing for Disability: Evaluating the State of Accessibility Design in Video Games." Games and Culture, October 26, 2020, 155541202097150. http://dx.doi.org/10.1177/1555412020971500.
Full textGill, Tripat, Zhenfeng Ma, Ping Zhao, and Yongjian (Ken) Chen. "How accessories add value to a platform: the role of innovativeness and nonalignability." European Journal of Marketing ahead-of-print, ahead-of-print (November 19, 2020). http://dx.doi.org/10.1108/ejm-07-2019-0627.
Full textIshihara, Masakazu. "The Effect of Acquisitions on Product Innovativeness, Quality, and Sales Performance: Evidence from the Console Video Game Industry (2002-2010)." SSRN Electronic Journal, 2017. http://dx.doi.org/10.2139/ssrn.2897264.
Full textLupinek, Joshua M., Jinhee Yoo, Eugene A. Ohu, and Eric Bownlee. "Congruity of Virtual Reality In-Game Advertising." Frontiers in Sports and Active Living 3 (October 12, 2021). http://dx.doi.org/10.3389/fspor.2021.728749.
Full textAllen, B. J., Richard T. Gretz, Mark B. Houston, and Suman Basuroy. "EXPRESS: Halo or Cannibalization? How New Software Entrants Impact Sales of Incumbent Software in Platform Markets." Journal of Marketing, April 28, 2021, 002224292110178. http://dx.doi.org/10.1177/00222429211017827.
Full textLindskog, Helena, and Rasmus Larsson. "Importance Of The Segmentation On Time-Rich And Time-Poor For Development And Marketing Of Computer Games." International Business & Economics Research Journal (IBER) 2, no. 7 (February 25, 2011). http://dx.doi.org/10.19030/iber.v2i7.3823.
Full textXu, Yan, and Jian Ni. "Entrepreneurial Learning and Disincentives in Crowdfunding Markets." Management Science, March 17, 2022. http://dx.doi.org/10.1287/mnsc.2021.4248.
Full textMoore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.
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