http://journals.sagepub.com/doi/full/10.1177/1555412012454220

 Marketing Military Realism in Call of Duty 4
Modern Warfare
Matthew Thomas Payne, First Published August 17, 2012

—————-

https://www.sciencedirect.com/science/article/pii/S1094996813000170

Value Creation in the Video Game Industry:

Industry Economics, Consumer Benefits, and Research Opportunities

—————-

https://www.sciencedirect.com/science/article/pii/S0167624515000268

In-house publishing and competition in the video game industry

Tim Paul Thomes

https://www.tandfonline.com/doi/abs/10.1080/14241270209389979?casa_token=2G1R2frPDu8AAAAA:CK62aZWx5gEpA2dXyu8VQsePU4kra0sWfjPsAUVM64mpIvlYtRLJMCR3fAWG9qnafQ3vOvgNz3Q

Structure and competition in the U.S. home video game industry
Dmitri Williams
Pages 41-54 | Published online: 28 May 2009

 —————-

http://journals.sagepub.com/doi/abs/10.1068/a37205

Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom
Hiro Izushi, Yuko Aoyama, First Published October 1, 2006 Research Article

 —————-

Articles and books available at NTU

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_sciversesciencedirect_elsevierS0308-5961(11)00224-2&context=PC&vid=NTU_VU9&search_scope=CSCOP_NTU_PCI&tab=all&lang=en_US

article multiple sources exist.

Mobile gaming: Industry challenges and policy implications

https://www.sciencedirect.com/science/article/pii/S0308596111002242

Feijoo, Claudio ; Gómez-Barroso, José-Luis ; Aguado, Juan-Miguel ; Ramos, Sergio
Telecommunications Policy, April 2012, Vol.36(3), pp.212-221
“conditions necessary for the continuing growth of the mobile gaming industry are… brief summary of the evolution of the mobile gaming industry, the mobile”  

Feijoo, Gómez-Barroso, Aguado, & Ramos. (2012). Mobile gaming: Industry challenges and policy implications. Telecommunications Policy, 36(3), 212-221.

——————————–

Canina, Carvell, Ma, & Ukhov. (2013). Business cycle and asset valuation in the gaming industry. Journal of Business Research, 66(9), 1689-1695.
——————————–
MA, W., 2018, May 17. Tencent’s Net Jumps On Games, Services. Wall Street Journal. ISSN 00999660.
———————————–

Max Sjöblom, Juho Hamari,
Why do people watch others play video games? An empirical study on the motivations of Twitch users,
Computers in Human Behavior,
Volume 75,
2017,
Pages 985-996,
ISSN 0747-5632,

Keywords: Streaming; Uses and gratifications; eSports; Media usage; Let’s play

 

———————————–

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_lexisnexis_lawreviews16SMUSci26TechLRev25&context=PC&vid=NTU_VU9&search_scope=CSCOP_NTU_PCI&tab=all&lang=en_US

  Digital Distribution and Games as a Service: Symposium Panel I

https://www.lexisnexis.com/uk/legal/auth/bridge.do?rand=0.7290804967830942

Panelists Mr. Marco Mereu, uCool Mr. Patrick Hudson, Robot Entertainment Mr. Steve Nix, GameStop Mr. JJ Richards, MOGA. (2013). Digital Distribution and Games as a Service: Symposium Panel I. SMU Science and Technology Law Review, 16, 25-501.

—————————————–

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_sage_s10_1177_1461444817711403&context=PC&vid=NTU_VU9&search_scope=CSCOP_NTU_PCI&tab=all&lang=en_US

Parker, F., Whitson, J., & Simon, B. (2018). Megabooth: The cultural intermediation of indie games. New Media & Society, 20(5), 1953-1972.

 

———————————

 

Books

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=NTU_LMS_DS000777730&context=L&vid=NTU_VU10&lang=en_US&search_scope=LSCOP_NTU_LMS_DS&adaptor=Local%20Search%20Engine&isFrbr=true&tab=local&query=any,contains,gaming%20industry&sortby=date&facet=frbrgroupid,include,2109600001&offset=0

The golden age of video games [electronic resource] : the birth of a multi-billion dollar industry

Roberto. Dillon
Boca Raton, FL : A K Peters/CRC Press c2011
———————

 Gaming in the new market environment
Matti Virén
Basingstoke : Palgrave Macmillan 2008
This book provides an overview of the current state of the gambling industry and evaluates the changes which will come with the new market environment. It

 

 

—————————

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=NTU_LMS_DS000322389&context=L&vid=NTU_VU10&lang=en_US&search_scope=LSCOP_NTU_LMS_DS&adaptor=Local%20Search%20Engine&tab=local&query=any,contains,gaming%20industry&sortby=rank&facet=tlevel,include,available&offset=0

Brands & gaming
David Nichols 1967-
New York : Palgrave Macmillan 2006
The computer gaming industry is on the rise, but has been ignored by the marketing industry. The authors describe the computer gaming scene, how brands and

——————————

https://ntu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?vid=NTU_VU10&search_scope=LSCOP_NTU_LMS_DS&tab=local&docid=NTU_LMS_DS000336179&lang=en_US&context=L&adaptor=Local%20Search%20Engine&query=any,contains,gaming%20industry&sortby=rank&facet=tlevel,include,available&offset=0

 

The medium of the video game

Mark J. P Wolf
Austin, Tex. : University of Texas Press ; Chesham : Combined Academic 2002
———————————

Game over : Nintendo’s battle to dominate an industry

David Sheff
London : Hodder & Stoughton 1993