Business logics in Cultural Industries: The case of the Video Game Industry.
2013 (Engelska)Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]
The video game industry has today established itself as one of the largest entertainment industries. It is, just as the films industry, producing a product that is dependent on both artistic knowledge and business knowledge. Today the industry are suffering from a creative inability when it comes to the actual games – although it manages to find all the more creativity when it comes to finding successful business models. This paper reports on a longer study of Swedish game developers and how they find a way to distribute games in a market moving from the physical to the digital.Introduction
Ort, förlag, år, upplaga, sidor
2013.
Nationell ämneskategori
Företagsekonomi
Forskningsämne
företagsekonomi
Identifikatorer
URN: urn:nbn:se:umu:diva-139251Lokalt ID: UMUORG881253OAI: oai:DiVA.org:umu-139251DiVA, id: diva2:8685
Konferens
Nordic Academy of Management Conference, Reykjavik 21-23 August.
Forskningsfinansiär
Forte, Forskningsrådet för hälsa, arbetsliv och välfärd2013-08-272019-01-25