Dissertation – Scholar articles
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
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,
—————-
Articles and books available at NTU
article multiple sources exist.
Mobile gaming: Industry challenges and policy implications
https://www.sciencedirect.com/science/article/pii/S0308596111002242
Feijoo,
Telecommunications Policy, April 2012, Vol.36(3), pp.212-221
“conditions necessary for the continuing growth of the mobile gaming industry are…
Feijoo, Gómez-Barroso, Aguado, & Ramos. (2012). Mobile gaming: Industry challenges and policy implications. Telecommunications Policy, 36(3), 212-221.
——————————–
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
———————————–
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.
—————————————–
Parker, F., Whitson, J., & Simon, B. (2018). Megabooth: The cultural intermediation of indie games. New Media & Society, 20(5), 1953-1972.
———————————
Books
The golden age of video games [electronic resource] : the birth of a multi-billion dollar industry
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
—————————
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
——————————
The medium of the video game




Recent Comments