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Dynamisch und digital: Die Games-Branche

Author

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  • Demary, Vera
  • Goecke, Henry

Abstract

Digitalisierung beeinflusst alle Branchen - besonders dynamisch und besonders digital ist die Games-Branche, zu deren Kunden allein in Deutschland rund 34 Millionen Menschen gehören. Es dominieren hier große Plattformen - eine Herausforderung für Startups und den Mittelstand.

Suggested Citation

  • Demary, Vera & Goecke, Henry, 2019. "Dynamisch und digital: Die Games-Branche," IW-Kurzberichte 57/2019, Institut der deutschen Wirtschaft (IW) / German Economic Institute.
  • Handle: RePEc:zbw:iwkkur:572019
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    File URL: https://www.econstor.eu/bitstream/10419/203160/1/1675707359.pdf
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    Cited by:

    1. Amelio, Andrea & Giardino-Karlinger, Liliane & Valletti, Tommaso, 2020. "Exclusionary pricing in two-sided markets," International Journal of Industrial Organization, Elsevier, vol. 73(C).
    2. Bullini Orlandi, Ludovico & Zardini, Alessandro & Rossignoli, Cecilia, 2021. "Highway to hell: Cultural propensity and digital infrastructure gap as recipe to entrepreneurial death," Journal of Business Research, Elsevier, vol. 123(C), pages 188-195.
    3. World Bank, 2020. "Nepal Development Update, July 2020," World Bank Publications - Reports 34178, The World Bank Group.
    4. Sarah Oberbichler & Emanuela Boroş & Antoine Doucet & Jani Marjanen & Eva Pfanzelter & Juha Rautiainen & Hannu Toivonen & Mikko Tolonen, 2022. "Integrated interdisciplinary workflows for research on historical newspapers: Perspectives from humanities scholars, computer scientists, and librarians," Journal of the Association for Information Science & Technology, Association for Information Science & Technology, vol. 73(2), pages 225-239, February.
    5. Frick, Vivian & Rehak, Rainer, 2019. "Verkauftes Internet. Zur sozial-ökologischen Gestaltung digitaler Räume," EconStor Open Access Articles and Book Chapters, ZBW - Leibniz Information Centre for Economics, pages 87-90.

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