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Dissertation – Scholar articles


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



Value Creation in the Video Game Industry:

Industry Economics, Consumer Benefits, and Research Opportunities



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



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


article multiple sources exist.

Mobile gaming: Industry challenges and policy implications


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,
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


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.






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





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

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
Dissertation – Virtually Valuable

Dissertation – Virtually Valuable

Virtual items can be a lot more expensive than you think, If an item is rare enough it can fetch thousands of pounds or more.

So for those who are lucky enough to have unlocked these items without spending a fortune, this model seems great.

Not to mention how video game culture has pushed players with more valuable and rare cosmetic items to be veterans and therefore better than the ‘noobs’ who aren’t putting real life money into the game or haven’t unlocked them over time,

Dissertation – In app purchses

Dissertation – In app purchses

Surprisingly the free to play model for most games is based on the influx of free apps on the ios and android marketplace. This pushed developers to find ways of making money in their apps that went further than advertising.

Some apps even allow people to pay for the removal of adds or even a full version of the app with more features.

What’s most Interesting is how this way of marketing has slowly transitioned from the simple, addictive mobile game market to AAA titles.



Dissertation – In Game Gambling

Dissertation – In Game Gambling

With the influx of in-game currency and cosmetic items in games there came new ways to acquire these in-game items.

One of the most popular forms of ‘gambling’ in video games is the distribution of ‘boxes’ or ‘crates’ in a game. The player is often awarded one of these unlockable items and can then purchase a key to see what’s inside. in a similar way to how trading cards are acquired.



might be a little hard to fathom that an imaginary character could result in a $50-billion a year industry, but that appears to be exactly what is happening. Research company Juniper Research has released its report showing that in-game gambling in video games is proving to be a real moneymaker, currently producing around $30 billion a year. Juniper anticipates that this amount could rise to as much as $50 billion by 2020.


Dissertation – Virtual Economy

Dissertation – Virtual Economy

To make in-game spending seem less… real a lot of game developers are opting for a virtual currency in their games. this makes it feel to the consumer like they are spending less than they think, and with normally quite confusing exchange rates it can be quite difficult to pin down exactly how much you spending in one transaction. Some games even have multiple types of currency to spend in different ways.

Free to play games rely on this in-game currency to fund their game and it’s servers/updates. while AAA games often use this model to make a game that would normally only be populated for the year generate much more revenue allowing for bigger teams to keep patching and updating the game.

The argument as to whether this is good or bad is often about how games used to be, nowadays sequels to games are few and far between, normally being released years after expected. Video game releases are all about marketing, It’s no longer beneficial to take risks as a game developer, just like the film industry a title needs to be guaranteed sales and players for the next 3 to 5 years or it’s not a viable option to develop. Although this means much more time and detail is put into the big releases, while games that don’t follow this model are left to the indie developers.

Dissertation – Games as a Service

A lot of AAA Game Studios are pushing for the ‘Games as a Service’ model. But a lot of people are confused as to what games as a service is and if it’s good news for the consumer.

With this model, games will be released much less frequently but with purchasable content slowly added to extend the lifespan of the game.


The idea of games as a service isn’t a new one. MMORPGs have done this for the longest time, with the World of Warcraft coming out as far back as 2004. And while developer Blizzard stopped giving subscription numbers around a year ago, even then, over ten years in, the numbers were still in the millions. The difference, then, is that WoW is a paid service, while the other titles that are going down the ‘service’ route are one-time purchases, offering content at a later date to keep you playing. One upfront cost, no subscription: how can that not be appealing? Knowing your beloved game is going to stay current and culturally relevant? That’s a big deal, and once word of mouth gets out about how well supported a game is, half the work is done and you’re going to want to get in on the action.


Ubisoft’s strategy for the past two to three years has been simple: Release fewer games, but stick with them longer, hooking players for months if not years after launch. From Ghost Recon Wildlands to Assassin’s Creed Origins, Ubisoft’s whole lineup is full of these service games, designed to be supported with a regular stream of updates and downloadable content.

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