The digital games industry has seen some significant changes in the past ten years, marked by the rise of mobile and free to play games. This chapter discusses production and work in the games industry by exploring some of the similarities and differences between digital games and other creative industries, examining the emergence of new occupational categories, and investigating the persistence of old inequalities
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
The computer games industry can be regarded, in many ways, as a paradigmatic sector of the creative ...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
Over the last two decades digital game companies have had to compete against internet companies, gra...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
This is an accepted manuscript published by SAGE.This article introduces a special issue critically ...
While the digital games industry has become increasingly marketised and professionalized in its fort...
Digitalization changes creative value chains significantly. For the film and game production, expert...
Digital games is now a multi-billion dollar industry in an established mainstream entertainment mark...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communi...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after a...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
The computer games industry can be regarded, in many ways, as a paradigmatic sector of the creative ...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
Over the last two decades digital game companies have had to compete against internet companies, gra...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
This is an accepted manuscript published by SAGE.This article introduces a special issue critically ...
While the digital games industry has become increasingly marketised and professionalized in its fort...
Digitalization changes creative value chains significantly. For the film and game production, expert...
Digital games is now a multi-billion dollar industry in an established mainstream entertainment mark...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communi...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after a...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
The computer games industry can be regarded, in many ways, as a paradigmatic sector of the creative ...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...