The digital games industry is a global entertainment business stretching from Tokyo to San Francisco to London. In May each year, game developers from around the world meet in Los Angeles to pitch their ideas to publishers, sneak a preview of other games and do licensing deals with hardware companies and Hollywood studios. The show has much in common with Melia and Cannes: it has all the glitz, the hype and the stars. The main difference is that the stars are non-human, the digital game producers are relatively unknown and this form of popular culture has been largely ignored by established university media programmes and media researchers
The established (digital) leisure game industry is historically one dominated by large international...
Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
The games industry was established in the 1970s when Atari introduced arcade video games. The mobile...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The game is constantly present in the life of a man and is needed both for the individual and the so...
This article draws on the concept of spatialisation to better understand the development of a digita...
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital ...
This chapter will look at the origins, present state and key policy issues facing the games industry...
Over the last decade, Ireland has become one of the largest exporters of computer software in the wo...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
abstract: The 2010s have seen video games rise to prominence as platforms for game developers, enter...
The established (digital) leisure game industry is historically one dominated by large international...
Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
The games industry was established in the 1970s when Atari introduced arcade video games. The mobile...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The game is constantly present in the life of a man and is needed both for the individual and the so...
This article draws on the concept of spatialisation to better understand the development of a digita...
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital ...
This chapter will look at the origins, present state and key policy issues facing the games industry...
Over the last decade, Ireland has become one of the largest exporters of computer software in the wo...
The 1990s saw the digital games industry adopt similar commercial strategies to the cultural industr...
abstract: The 2010s have seen video games rise to prominence as platforms for game developers, enter...
The established (digital) leisure game industry is historically one dominated by large international...
Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...