Computer games are having an increasingly large effect on how we live our lives and interact with each other. Despite this immense growth and profound influence on our lives, there has been very little study into this emerging area. Delaney [1] argues, THE U.S. VIDEOGAME industry today is larger than Hollywood\u27s domestic box-office receipts and is closing in on music sales. Doesn\u27t a sector that size deserve sophisticated mainstream critique, even academic study? . From this we may suggest that an absence of academic study into gaming could result in an industry driven only by economics. In this paper we look at a vast number of different attitudes from academics that provide some insight into what makes a good video game. The proble...
In order for the American video industry to continue to grow and attract more American and internati...
Video games clearly have great educational potential, both for formal and informal learning, and thi...
Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each ...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
With its newfound mainstream appeal, the video game marketplace has become increasingly competitive,...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
The purpose of this thesis is to research how digital sales of video games in the designated console...
With increasing revenues for video game manufacturers, higher software sales and a more diverse audi...
Games are very popular for their entertainment purpose that attracts people of every age and gender....
The State of the Video Game Industry and Potential Implications of Current Business Practices Stephe...
This dissertation examines consumer perceptions of the engagement practices of the AAA video game in...
Games excited generations in various societies: from the very simple physical form - to the latest g...
From virtually nowhere 20 years ago to sales of US$ 9.5 billion in 2007, the video game industry has...
There are over 20,000 new video games created each year, so it is therefore important for video game...
In order for the American video industry to continue to grow and attract more American and internati...
Video games clearly have great educational potential, both for formal and informal learning, and thi...
Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each ...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
With its newfound mainstream appeal, the video game marketplace has become increasingly competitive,...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
The purpose of this thesis is to research how digital sales of video games in the designated console...
With increasing revenues for video game manufacturers, higher software sales and a more diverse audi...
Games are very popular for their entertainment purpose that attracts people of every age and gender....
The State of the Video Game Industry and Potential Implications of Current Business Practices Stephe...
This dissertation examines consumer perceptions of the engagement practices of the AAA video game in...
Games excited generations in various societies: from the very simple physical form - to the latest g...
From virtually nowhere 20 years ago to sales of US$ 9.5 billion in 2007, the video game industry has...
There are over 20,000 new video games created each year, so it is therefore important for video game...
In order for the American video industry to continue to grow and attract more American and internati...
Video games clearly have great educational potential, both for formal and informal learning, and thi...
Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each ...