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Innovations in the Video Game Industry: Changing Global Markets

Author

Listed:
  • Giuditta DE PRATO

    (Institute for Prospective Technologies, European Commission, Seville)

  • Claudio FEIJÓO

    (Technical University of Madrid; Research Centre for Applied ICTs)

  • Jean-Paul SIMON

    (JPS Public Policy Consulting, Seville)

Abstract

The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented.

Suggested Citation

  • Giuditta DE PRATO & Claudio FEIJÓO & Jean-Paul SIMON, 2014. "Innovations in the Video Game Industry: Changing Global Markets," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 17-38, 2nd quart.
  • Handle: RePEc:idt:journl:cs9401
    as

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    File URL: http://repec.idate.org/RePEc/idt/journl/CS9401/CS94_SIMON_et_al.pdf
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    References listed on IDEAS

    as
    1. Myriam DAVIDOVICI-NORA, 2014. "Paid and Free Digital Business Models Innovations in the Video Game Industry," Communications & Strategies, IDATE, Com&Strat dept., vol. 1(94), pages 83-102, 2nd quart.
    2. James Stewart & Gianluca Misuraca, 2012. "The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification," JRC Research Reports JRC77656, Joint Research Centre.
    3. Oecd, 2013. "The App Economy," OECD Digital Economy Papers 230, OECD Publishing.
    4. Feijoo, Claudio & Gómez-Barroso, José-Luis & Aguado, Juan-Miguel & Ramos, Sergio, 2012. "Mobile gaming: Industry challenges and policy implications," Telecommunications Policy, Elsevier, vol. 36(3), pages 212-221.
    5. Javier Ramos, 2014. "Crowdfunding and the Role of Managers in Ensuring the Sustainability of Crowdfunding Platforms," JRC Research Reports JRC85752, Joint Research Centre.
    Full references (including those not matched with items on IDEAS)

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    Cited by:

    1. Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2023. "Playing with social relationships. Their role among actors in the video game industry," International Journal of Contemporary Management, Sciendo, vol. 59(4), pages 34-57, December.

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    More about this item

    Keywords

    games; game industry; video games; mobile games; apps; Asia; China; freemium; free-to-play; mobile; multiscreen; cross-media; smartphones; tablets; virtual goods.;
    All these keywords.

    JEL classification:

    • L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
    • L11 - Industrial Organization - - Market Structure, Firm Strategy, and Market Performance - - - Production, Pricing, and Market Structure; Size Distribution of Firms
    • M20 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - General
    • M21 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - Business Economics
    • M13 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration - - - New Firms; Startups

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