The Innovation Pattern in the Digital Age: The Case of the Game Software
Fumihiko Ikuine ()
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Fumihiko Ikuine: Chuo Graduate School of Strategic Management
Chapter Chapter 7 in The Efficiency and Creativity of Product Development, 2022, pp 97-115 from Springer
Abstract:
Abstract We previously described the history of the game software industry from 1983, qualitatively covering 17 years. In this chapter, we first quantitatively understand the changes that have occurred in the game software market.
Date: 2022
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-981-16-7743-4_7
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DOI: 10.1007/978-981-16-7743-4_7
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