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Innovations in the Video Game Industry: Changing Global Markets

Giuditta De Prato, Claudio Feijóo and Jean-Paul Simon
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Claudio Feijóo: Technical University of Madrid; Research Centre for Applied ICTs
Jean-Paul Simon: JPS Public Policy Consulting, Seville

Communications & Strategies, 2014, vol. 1, issue 94, 17-38

Abstract: The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented.

Keywords: games; game industry; video games; mobile games; apps; Asia; China; freemium; free-to-play; mobile; multiscreen; cross-media; smartphones; tablets; virtual goods. (search for similar items in EconPapers)
JEL-codes: L11 L82 M13 M20 M21 (search for similar items in EconPapers)
Date: 2014
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

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http://repec.idate.org/RePEc/idt/journl/CS9401/CS94_SIMON_et_al.pdf

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