This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'. The chapter begins by situating digital games both conceptually and statistically within the wider economic and media environment. It considers how digital games might fit into what is commonly known within media studies as the cultural industries and analyses the growing economic significance of the global games industry as compared with other cultural industries in major markets. It then moves on to examine the structure of the digital games industry and its key sub-sectors. Finally, the chapter examines two important trends in the industry, namely vertical integration and licensing. While some of the statistics are now out of date ...
This book analyzes the effect of policy on the digital game complex: Government, industry, corporati...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Industry life-cycle theory is interested in changes in key industry variables, including entry and e...
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...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
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...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
The games industry was established in the 1970s when Atari introduced arcade video games. The mobile...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
This book analyzes the effect of policy on the digital game complex: Government, industry, corporati...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Industry life-cycle theory is interested in changes in key industry variables, including entry and e...
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...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
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...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
The games industry was established in the 1970s when Atari introduced arcade video games. The mobile...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
This book analyzes the effect of policy on the digital game complex: Government, industry, corporati...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Industry life-cycle theory is interested in changes in key industry variables, including entry and e...