This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The transformation of the economy into a digital environment has become a necessary step in recent y...
This chapter analyses the state and trends of the video games software industry, focusing on the pos...
In less than 40 years, software games developed from scratch into an industry producing billions of ...
The report starts by looking at the competing and overlapping definitions of creative industries, me...
Chapters 1 and 2 of this report deal with the evolution of the media and contents sector towards a d...
As part of the EURIPIDIS (European innovation Policies for the Digital Shift) project, a joint proje...
Abstract: What some practitioners coyly called Industrial Revolution 4.0 some years ago is now a re...
This report is one of a series resulting from a project entitled ¿Competitiveness by Leveraging Emer...
This report is part of a project launched by IPTS with DG Education and Culture to study the innovat...
Purpose: The aim of this thesis is to explore the impact that increased availability of digital dist...
Modern business environment changes under the influence of the second wave of disruptive digital tec...
Digital technologies, platforms, and infrastructure have changed how business is conducted in many i...
Along with the evolution of digital technology, there is an increasing need for firms to recombine a...
This report presents the 'state of play' of knowledge of how digital games can work as empowerment t...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The transformation of the economy into a digital environment has become a necessary step in recent y...
This chapter analyses the state and trends of the video games software industry, focusing on the pos...
In less than 40 years, software games developed from scratch into an industry producing billions of ...
The report starts by looking at the competing and overlapping definitions of creative industries, me...
Chapters 1 and 2 of this report deal with the evolution of the media and contents sector towards a d...
As part of the EURIPIDIS (European innovation Policies for the Digital Shift) project, a joint proje...
Abstract: What some practitioners coyly called Industrial Revolution 4.0 some years ago is now a re...
This report is one of a series resulting from a project entitled ¿Competitiveness by Leveraging Emer...
This report is part of a project launched by IPTS with DG Education and Culture to study the innovat...
Purpose: The aim of this thesis is to explore the impact that increased availability of digital dist...
Modern business environment changes under the influence of the second wave of disruptive digital tec...
Digital technologies, platforms, and infrastructure have changed how business is conducted in many i...
Along with the evolution of digital technology, there is an increasing need for firms to recombine a...
This report presents the 'state of play' of knowledge of how digital games can work as empowerment t...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
The transformation of the economy into a digital environment has become a necessary step in recent y...
This chapter analyses the state and trends of the video games software industry, focusing on the pos...