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Business logics in Cultural Industries: The case of the Video Game Industry.
Umeå University, Faculty of Social Sciences, Department of Geography and Economic History, Economic history.
Göteborgs universitet.
2013 (English)Conference paper, Published paper (Refereed)
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

Place, publisher, year, edition, pages
2013.
National Category
Business Administration
Research subject
Business Studies
Identifiers
URN: urn:nbn:se:umu:diva-139251Local ID: UMUORG881253OAI: oai:DiVA.org:umu-139251DiVA, id: diva2:8685
Conference
Nordic Academy of Management Conference, Reykjavik 21-23 August.
Funder
Forte, Swedish Research Council for Health, Working Life and WelfareAvailable from: 2013-08-27 Created: 2019-01-25

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • Vancouver
  • biomed-central
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
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Output format
  • html
  • text
  • asciidoc
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