Videogames represent the largest cultural industry in the world. Their sales and users continue grow up year after year showing an industry with a good present and better future, all socio-economic studies ensure it. If we understand Internet searches as a small reality of what happens in society we are not surprised to know that the word �juego� and game (game in Spanish) are in the ten of the most searched in Google, the most used Internet search engine (http://www.google.com/insights/search/). This article aims to explain very briefly what makes the videogame a product so successful and what new business trends are currently developing: serious games, cloud-gaming, videogame on demand, online download outlook on video games, the pass onl...
It is more and more common for media outlets to draw upon elements that are traditionally found in g...
Today, it is still not easy to analyse a videogame. As the first official university studies focused...
Zackariasson, P. & Wilson, T. L. (2012) (Eds). The Video game industry. Formation, present state...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
This paper are going to show how videogame is already an actual cultural industry in Spain and how t...
Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars...
Video games are the result of a influencingl cultural industry and also they provide the universal a...
España es uno de los países europeos en los que la industria del videojuego registra las mayores ven...
El presente artículo analiza los distintos tipos de videojuegos existentes hoy en día, en función de...
La industria de los videojuegos, en expansión desde 2001, es la industria de entretenimiento más ren...
Los juegos sociales, desde su primera publicación hasta nuestros días, no han dejado de ser referent...
Los videojuegos y la sociedad actual se encuentran ligados en términos de consumo cultural y dinámic...
This article states a reflection about the implications of virtuality analyzing one of the most popu...
Spain is one of the European countries in which the video game industry has one of the highest sales...
This article is the result of research work (still in progress) on state of the art Mass Multiplayer...
It is more and more common for media outlets to draw upon elements that are traditionally found in g...
Today, it is still not easy to analyse a videogame. As the first official university studies focused...
Zackariasson, P. & Wilson, T. L. (2012) (Eds). The Video game industry. Formation, present state...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
This paper are going to show how videogame is already an actual cultural industry in Spain and how t...
Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars...
Video games are the result of a influencingl cultural industry and also they provide the universal a...
España es uno de los países europeos en los que la industria del videojuego registra las mayores ven...
El presente artículo analiza los distintos tipos de videojuegos existentes hoy en día, en función de...
La industria de los videojuegos, en expansión desde 2001, es la industria de entretenimiento más ren...
Los juegos sociales, desde su primera publicación hasta nuestros días, no han dejado de ser referent...
Los videojuegos y la sociedad actual se encuentran ligados en términos de consumo cultural y dinámic...
This article states a reflection about the implications of virtuality analyzing one of the most popu...
Spain is one of the European countries in which the video game industry has one of the highest sales...
This article is the result of research work (still in progress) on state of the art Mass Multiplayer...
It is more and more common for media outlets to draw upon elements that are traditionally found in g...
Today, it is still not easy to analyse a videogame. As the first official university studies focused...
Zackariasson, P. & Wilson, T. L. (2012) (Eds). The Video game industry. Formation, present state...