This essay examines the formal and informal economies of video games and attends to the economies within video games. The first part introduces key approaches in the early 2000s when games were primarily sold as a product through retail shops. We then move to the post-2012 phase as games became a service that was downloaded or streamed across multiple platforms. This era ushered in a period of rapid innovation in production logics, business models, and company types. It brought with it a range of creative opportunities and challenges. New platform and performance logics emerged, while free-to-play became the dominant revenue model. Two key processes emerge as important – datafication and platformization. During this period, the industry str...
The video game industry has been around since 1970s however, until the 2000s the growth had been ver...
Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after a...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
This essay examines the formal and informal economies of video games and attends to the economies wi...
‘’E-sports industry: the new phenomenon of economy and its growth’’ deals with a new niche market of...
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 ...
The game is constantly present in the life of a man and is needed both for the individual and the so...
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...
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...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
Revisiting early critical responses to computer and video games as a cultural form—before the establ...
The video game industry has been around since 1970s however, until the 2000s the growth had been ver...
Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after a...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
This essay examines the formal and informal economies of video games and attends to the economies wi...
‘’E-sports industry: the new phenomenon of economy and its growth’’ deals with a new niche market of...
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 ...
The game is constantly present in the life of a man and is needed both for the individual and the so...
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...
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...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
Revisiting early critical responses to computer and video games as a cultural form—before the establ...
The video game industry has been around since 1970s however, until the 2000s the growth had been ver...
Some may wonder why the need to dedicate a chapter to the economic aspects of digital games: after a...
The paper examines the video game industry in the perspective of being the paradigm of innovation in...