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Rosnace znaczenie przemyslu kreatywnego w Polsce na przykladzie rynku gier wideo

The growing importance of the creative industry in Poland on the example of the video games market

Marek Zietarski ()
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Marek Zietarski: Nicolaus Copernicus University in Torun, Poland

Catallaxy, 2019, vol. 4, issue 1, 73-82

Abstract: Motivation: Currently produced video games are becoming more and more technologically advanced, which contributes to the intensive de-velopment of the video games market. Supplementing the specificity of this market as well as presenting the financial situation of the CD Projekt com-pany operating in this market were the main motive for choosing the sub-ject of the article. Aim: The aim of the article is to characterize the video games market in Poland as an example of the creative industry and com-pare the revenues of this market with financial results of CD Projekt. Mate-rials and methods: In the theoretical part descriptive analysis were used, while in the empirical part comparative analysis. The empirical material consists of KPT, Newzoo and CD Projekt reports. Results: Based on the con-ducted analysis, it has been shown a small impact financial situation of CD Projekt on the results of video games market in Poland in 2015. The charac-teristics of the video games market in Poland has shown that the popularity of e-sport is growing and technologies virtual reality (VR) and augmented reality (AR) have high potential.

Keywords: video games market; video games; CD Projekt (search for similar items in EconPapers)
JEL-codes: L11 L82 L86 (search for similar items in EconPapers)
Date: 2019
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