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Dissertations / Theses on the topic 'Video games industry'

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1

Li, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

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Nichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.

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Thesis (Ph. D.)--University of Oregon, 2005.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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Lee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.

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This thesis aims to address a major research gap in contemporary innovation and competition research by exploring the nature of innovation and competition in the videogame development (VGD) industry, which is considered a significant part of the creative service industries in the contemporary "experience economy". Based on an in-depth, chronological and multiple-case study, this thesis finds that the industry has experienced a radical "paradigm-shift" - transforming itself from producing simple products into supplying complex product systems (CoPS). This radical transformation consists of nume
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Banks, John A. L. "Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18404.pdf.

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5

Söderman, Anton. "Den svenskadataspelsbranschen." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113.

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This paper deals with the Swedish computer and video game industry. The aim is toreach a better understanding of why it has been so successful and why it has seen such a largegrowth during the years 2008-2015. In the paper, this is shown by looking at Sweden’s computerand video game sector as a cluster, as defined by Porter. The analysis is based on a model usingnational systems of innovation. The paper presents a narrative of the development of theSwedish video game industry as well as cases describing specific companies in more detail.The reasons for the growth during the period are found to
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Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

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<p>This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.</p><p>Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games h
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Kiley, Aleah. "Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20539.

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Research into mainstream (AAA) video games reveals a popularized form of militarized masculine entertainment that is synonymous with violence toward other men and sexualized violence toward women. The means of successful AAA game production are limited to those who have access to sophisticated game engines, advanced programming skills, and substantial financial backing. Consequently, a robust independent “indie” game industry has emerged to promote a greater range of game creation excluded from the AAA model. Drawing on political economic, feminist, and cultural studies approaches, this study
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Hadzinsky, Chad. "A Look into the Industry of Video Games Past, Present, and Yet to Come." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/842.

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Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find wa
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Clearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.

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This dissertation explores the emerging relationship between the U.S. military and the commercial video game market. Specifically, this study situates this relationship in terms of the U.S. military's evolving role in a variety of media-such as Hollywood feature films, television, and television news-for the purposes of propaganda and the influencing of public opinion. Consequently, an analysis and critique of the U.S. military's production and commissioning of commercial video games will be advanced that takes into account contemporary analyses and media critiques with respect to war and repr
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Cunningham, Isobel. "An investigation into the formation and nature of entrepreneurial teams within the video games industry." Thesis, Ulster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.593629.

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This thesis investigates the formation and nature of the entrepreneurial teams (ETs) in the video games industry. Video game firms in the UK, Ireland, Finland and the United States are the focus of this study. Starting a new venture requires a significant amount of information, skills and knowledge in order for it to be a success. Hence, the quality and composition of the ET is extremely important in determining the success of a new venture. The video games industry is a serious knowledge based high technology industry with rapid growth underpinned by technological development. Although the im
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Rodgers, Thomas Arthur. "Into the social factory : an investigation into labour & value in the video-games industry." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/17634/.

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Questions regarding the relationships between new media technologies and contemporary capitalist dynamics are currently subject to considerable discussion and debate across myriad academic disciplines and schools of thought — notably (but not exhaustively) within various fields of sociological inquiry, current strains of Marxism and political economy, marketing theory and research, literature concerned with intellectual property and legal rights, and a whole host of other lines of investigation into the nature of production/consumption, labour/leisure, work/play, and their apparent commingling
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McDivitt, Anne. "I Play to Beat the Machine: Masculinity and the Video Game Industry in the United States." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5817.

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This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity in U.S. culture and how that affected the types of video games that the developers created. The second section examines reflections of this masculine culture that surrounded video gaming in the 1970s and 1980s in the developers, gamers, and the media, wh
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Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

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Ruiz, Victoria Jeronimo, and Arne Samuel Löffler. "Identifying and testing success factors for brand extensions in the Video Game Industry : The differences between segments of players and a model for predicting success in the Tomb Raider Series." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18155.

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Background Brand managers often use brand extension as a “lower” risk alternative when introducing new products. A lot of research has been conducted about brand extensions but mostly focusing on fast moving consumer goods, therefore ignoring the impact that this strategy carries on experience goods and more precisely, the video game industry. Video games have turned from a niche product to a global billion dollar market in which brand extensions are a common marketing strategy. There are several examples of both successful and failed brand extensions in the video game industry. Purpose The pu
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Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

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The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In
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Carr, Marian. "Looking at the video/computer games industry : what implications does gender socialisation have for women in counter-stereotypical careers?" Thesis, University of Huddersfield, 2015. http://eprints.hud.ac.uk/id/eprint/28330/.

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Figures show that the games industry remains a male dominated occupation. Anecdotally a link has been proposed between higher male consumption of platform-based games and career choices, though figures also show a higher female to male ratio in social networking games. This suggests that perhaps the type of gameplay may influence career choice. This study therefore interviews women who have chosen a counter-stereotypical gendered career pathway and who are students in Further Education and Higher Education who are in the process of making career choices, to understand better a potential link b
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Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.

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Thesis (M.A.)--Georgia State University, 2009.<br>Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
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Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

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Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situatio
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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a mo
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Rathburn, Evie Amanda. "Evolution of Interactive Entertainment: An Economic History and Analysis of the Videogames Industry in the United States." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1403.

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Sweeping advancements in digital technology have greatly influenced the evolution of every industry through streamlining processes, improving market reach, and disrupting traditional value chains. In the videogames industry which develops, manufactures, and markets interactive entertainment hardware and software, the exponential increases in computing power and affordability have consistently diversified their product offerings and customer base. The spread of internet accessibility and the increased prevalence of gamification for subjects outside of entertainment have provided unique opportun
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Marais, Marius. "Expanding MIHL subscriber platform services." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/49728.

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Thesis (MBA)--Stellenbosch University, 2002.<br>Some digitised pages may appear illegible due to the condition of the original hard copy.<br>ENGLISH ABSTRACT: It is difficult to dispute the remarkable success that some of the console manufacturers like Sony experienced with the distribution of the Psone and now the Playstation 2 consoles. Nonetheless, the tie ratio (the relationship between the number of games bought per year and the installed base of consoles) is limited on average to only 2.2 games per Psone sold. It is an achievement, though limited considering the 5-year timeframe. T
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Mullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.

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23

Alonso, Kevin, and Erik Jigvall. "Thinking Outside the Lootbox : Balancing on the Scale of Gacha." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.

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Lootboxes currently cause a frequent debate in the games industry where the discussion is often focused on the connection to gambling. In this thesis an addition to this debate is made by taking a closer look at Gacha design – a way to design games around monetization – through theory and player opinions. Conclusions point to that if Gacha is viewed as a spectrum of strength the discussion can benefit from an increased understanding of all monetization systems within games regardless of their abstract definitions. The data was collected through focus groups and analyzed based on current resear
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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
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Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

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Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very impo
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Klinger, Florian. "The future of the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-150475.

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Today, a wide variety of games is offered on the market. AAA games for consoles and PC as well as new formats such as mobile and browser games are becoming increasingly popular. At the same time, more and more services for selling and distributing content digitally are being established. These developments pose several questions in regard to the general future of the game industry, the relevance of AAA games and their sale and distribution formats as well as the role of cloud gaming.In order to assess current trends and future scenarios of this relatively young research area, qualitative inter
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Ponza, Elena <1995&gt. "Analysis of Innovation in the Video Game Industry." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18155.

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During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and netw
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Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

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Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study
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Méndez, Ortega Carles. "Location of Software and Video Game Industry in Metropolitan Areas." Doctoral thesis, Universitat Rovira i Virgili, 2019. http://hdl.handle.net/10803/667789.

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Aquesta tesi identifica i analitza els factors que determinen la ubicació de les empreses del Software i dels Videojocs (SVE) a les àrees metropolitanes, analitzant la ubicació i l'aglomeració d'aquestes empreses amb altres empreses creatives a escala urbana. Aquesta tesi contribueix a la literatura sobre indústries tecnològiques mitjançant l'anàlisi dels patrons de localització en l'àmbit urbà i utilitzant un ampli ventall d'eines metodològiques (econometria espacial, els mètodes basats en la distància i els Sistemes d'Informació Geogràfica (SIG), entre d'altres). L'aplicació empírica se cent
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Habbari, Samia, Arreola Alfredo Hidalgo, and Petrova Antoniya Georgieva. "Business Dynamics and Innovation in the Home Video Game Industry." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.

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<p>The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualita
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GOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>A partir da década de 1990 registra-se crescente interesse no estudo de empresas que apresentam processo de internacionalização rápido e precoce, conhecidas na literatura como Born Globals. O presente estudo investigou o processo de internacionalização de duas Born Globals brasileiras de pequeno porte que atuam no desenvolvimento de jogos eletrônicos. O objetivo deste trabalho foi compreender as motivações, os processos
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Hammarsten, Oskar, and Sofie Hägerbrand. "The unexplored power of buzz in the video game industry." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42316.

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Background: The global video game industry is today bigger than both the film- and music industry and is subject to a lot of competition. Companies are always looking for alternative ways to reach consumers and buzz is identified as a crucial success factor by many scholars. From real life examples, buzz is shown to have both positive and negative effects. There is however little knowledge about the phenomenon and what role buzz can play in the customer-based brand equity (CBBE) of video game companies. Purpose: The purpose of this study is to gain a better understanding about buzz and examine
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Farhana, Mosarrat, and Daniel Swietlicki. "Is it game over for physical retailers? : A study on Swedish video game industry." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

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Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores focusing on the impact of digital platforms on the retailing industry within the context of video game industry considering different actor’s perspectives like retailers and consumers. Design/methodology/approach - This is a multiple-case study based on deductive reasoning. In this qualitative study, two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online per
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Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.

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Extensive computer use is creating a society where its citizens are communicating outside the norm of real life. These diversions from real life communication behavior have been named the Online Disinhibition Effect (ODE). The effect is a psychological model that is structured with different types of elements which can be triggered by different communication mediums. There are two sides of the effect; a benign, where compassion and a reveal of emotions are more likely, and a toxic, where anger, frustration and threats are in focus. In the online video game industry, ODE is active, but as the m
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LaLonde, Michelle. "Behind the Screens: Understanding the Social Structures of the Video Game Industry." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3727.

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This study focuses on video game developers and their working environments in a growth industry. While some research documents the culture of video games and the people who play them, much less is understood about the labor environment for those who make games. I conducted 20 personal interviews with game developers in order to learn more about what inspired them to select this field, how they gained entry to it, and what their work is like today. Using insights from the interviews, I analyze how workers contend with its male-dominated culture and how creative skilled laborers deal with the ch
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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 ke
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Sundström, Johannes, and Nikolas Dresmal. "How Early-Stage Investors Assess Investment Opportunities in the Swedish Video Game Industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447617.

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Early-stage investors increasingly impact the surging video game industry. Thus, understanding their thought processes provides vital insight for entrepreneurs. This thesis explores how early-stage investors assess investment opportunities in the Swedish game industry by presenting semistructured interviews with three prominent angel investors. Thematic analysis was performed on the interview data to extract significant themes regarding investors’ thought processes. Themes were then contrasted with previous research on investor decision-making to establish emergent patterns in the game industr
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Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

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In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections b
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Boström, Pontus, and Isabell Hansen. "Community Management - The Role Community Managers Play in the Video Game Industry in Sweden." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725.

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The video game industry has developed into a multibillion dollar industry. As the rise of social media and other online networks has enabled consumers to more easily express their opinions and critique about the products, these platforms become important when it comes to obtaining customer knowledge. The responsibilities of a community manager includes to obtain this knowledge and share it further with the game developers. Hence, a shared effort between the firm and the online communities of the firm can help create value for the customers in the long run. This study aims to gain a deeper unde
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Knudsen, Kasper, and Vilhelm Söderström. "When the investors choose : Analysis of business models within the Swedish video game industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451195.

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Many Swedish video game companies have in recent years been very successful in terms of share price development. Why is it like that? With the purpose to gain an increased understanding of the investor's choice, we here examine which business models are used in the Swedish video game industry. More specifically, we try to identify what similarities do the business models in the successful companies share and what similarities do the non-performing companies share. The analytical framework used is based on Business Model Canvas adapted to the video game industry. We use a qualitative approach w
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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent yea
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Roubíčková, Anna. "Postavení videoherního průmyslu mezi kreativními průmysly v České republice." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-205955.

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The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. T
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Lundström, Kristofer, and Arvid Smedsaas. "All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470.

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Being relatively young, the Swedish video game industry has experienced explosive growth in recent years, surpassing several traditional industries. Exemplified by the purchase of King for approximately three times the price of Volvo, and the fact that one in ten people on the planet has played a Swedish video game. This development notwithstanding, the industry remains academically unexplored, suffering high rates of failure among new businesses, and for many companies, access to capital is problematic. In many ways a unique industry; Reversing traditional business models. involving the commu
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Södergren, Patrik, and Marcus Nilsson. "Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

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Information Technology (IT) enables organizations to involve consumers as co-creators of new products. By facilitating increased interaction between consumers and developers. IT allows consumers to influence and tailor product designs, but also allows developers to make use of distant knowledge to enhance and extend their product offerings and marketing. However, while much is said about the promises of IT-enabled co-creation, little is known of the strategic challenges associated with such IT use. To address this gap, we drew on IT literature to conduct a qualitative case study of IT-enabled
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Bankler, Jon Victor. "A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

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This study aimed to explore which philosophies and opinions professionals within the Chinese indie game industry hold in relation to the indie concept. Indie is a short form of the word "independence”, and is used to describe certain products and creative practices within media such as video games. The term’s exact definition is however subject to discussion. This study aims to include Chinese game professionals in this discussion. The study was carried out in China through Game Hub Scandinavia (Game Hub Scandinavia, 2018) and in cooperation with Indienova. The participants that were interview
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Archontakis, Ioannis Stylianos. "Agile development in the video game industry : Examining the effects of iteration and methods of limiting it." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156211.

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This research is examining one of the most dominant managerial methods used in development in the video game industry, Agile development. More particularly, the thesis examines a certain attribute of Agile development, that of iteration. The thesis will set to examine how iteration affects several layers of development during the production of a video game and whether it can be replaced by other managerial technics.As a result, the purpose of this thesis is to raise a different viewpoint against the Agile’s iteration. Furthermore, this thesis aims to contribute to the academic research by conc
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Lee, Ruri. "Business models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Arts." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81088.

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Thesis (S.M. in Management Studies)--Massachusetts Institute of Technology, Sloan School of Management, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references.<br>In recent years the video game industry has been of great importance in the business world beyond the role of a cultural medium. With its huge size and potential for more growth, the industry has attracted many newcomers. The target customers are expanding to females and elders who have not been known to be game players. Moreover, the introduction of new platforms, personal computers and mobile devices,
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Evangelisti, Linn, and Johan Sundell. "Playing the Innovation Game : Developing the Community Sensing Capability." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298.

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The remarkable growth of the video game industry has triggered an interest for the capabilities that video game companies need in order to seize opportunities in the market. Companies that continuously provide product innovations are arguably better equipped to succeed in the dynamic, digitized video game landscape. Market sensing capabilities have been brought forward as particularly useful in environments with these characteristics and research suggests that user communities could be critical sources of external knowledge for video game companies. Hence, the aim of this study is to provide a
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Riboldazzi, Federico <1981&gt. "The influence of career histories on team perfomance in new product development: a study of the video game industry." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3763/1/Riboldazzi_Federico_Tesi.pdf.

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The purpose of this research is to contribute to the literature on organizational demography and new product development by investigating how diverse individual career histories impact team performance. Moreover we highlighted the importance of considering also the institutional context and the specific labour market arrangements in which a team is embedded, in order to interpret correctly the effect of career-related diversity measures on performance. The empirical setting of the study is the videogame industry, and the teams in charge of the development of new game titles. Video games devel
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Riboldazzi, Federico <1981&gt. "The influence of career histories on team perfomance in new product development: a study of the video game industry." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3763/.

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The purpose of this research is to contribute to the literature on organizational demography and new product development by investigating how diverse individual career histories impact team performance. Moreover we highlighted the importance of considering also the institutional context and the specific labour market arrangements in which a team is embedded, in order to interpret correctly the effect of career-related diversity measures on performance. The empirical setting of the study is the videogame industry, and the teams in charge of the development of new game titles. Video games devel
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