Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland
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Abstract
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DOI: 10.1177/0143831X08092459
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References listed on IDEAS
- Jennifer Johns, 2006. "Video games production networks: value capture, power relations and embeddedness," Journal of Economic Geography, Oxford University Press, vol. 6(2), pages 151-180, April.
- Jürgens, Ulrich & Krzywdzinski, Martin & Teipen, Christina, 2006. "Changing work and employment relations in German industries: Breaking away from the German model?," Discussion Papers, Research Unit: Knowledge, Production Systems and Work SP III 2006-302, WZB Berlin Social Science Center.
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Cited by:
- Hong Yu Liu, 2023. "Digital Taylorism in China’s e-commerce industry: A case study of internet professionals," Economic and Industrial Democracy, Department of Economic History, Uppsala University, Sweden, vol. 44(1), pages 262-279, February.
- Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
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