Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after all, digital games are about creativity, eye-to-hand co-ordination, skill and fun, and, to some extent, can be considered a new form of art. Nevertheless, one must not forget that the digital games business is worth several billion dollars per year, that the players are giants such as Microsoft, Sony, and Nintendo, and that games are essentially an industrial product created by companies who, in the long run, must cover all the costs they bear. The chapter will look at digital games as a system, integrating different concepts and explaining their interaction to formalize the business model of the industry
The game industry is growing faster than the movie industry and the market of digital games grosses ...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
Digital games is now a multi-billion dollar industry in an established mainstream entertainment mark...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
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...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Despite the creative economy relying on digital technology and the digital economy needing creative ...
Purpose: Recognizing and discussing the pricing decisions and strategies utilized by born global fir...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Boasting trillion-dollar companies, the digital economy profits from our emotions, our relationships...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
This study explores optimal pricing strategies in games and other interactive digital goods under in...
This essay examines the formal and informal economies of video games and attends to the economies wi...
Since its inception, the video game industry has been both a new medium for art and innovation as we...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
Digital games is now a multi-billion dollar industry in an established mainstream entertainment mark...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
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...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
Despite the creative economy relying on digital technology and the digital economy needing creative ...
Purpose: Recognizing and discussing the pricing decisions and strategies utilized by born global fir...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Boasting trillion-dollar companies, the digital economy profits from our emotions, our relationships...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
This study explores optimal pricing strategies in games and other interactive digital goods under in...
This essay examines the formal and informal economies of video games and attends to the economies wi...
Since its inception, the video game industry has been both a new medium for art and innovation as we...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
The digital games industry has seen some significant changes in the past ten years, marked by the ri...
Digital games is now a multi-billion dollar industry in an established mainstream entertainment mark...