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Mobile gaming: Industry challenges and policy implications

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Cited by:

  1. Lee, Changjun & Lee, Daeho & Hwang, Junseok, 2015. "Platform openness and the productivity of content providers: A meta-frontier analysis," Telecommunications Policy, Elsevier, vol. 39(7), pages 553-562.
  2. J. Tuomas Harviainen & Jukka Ojasalo & Somasundaram Nanda Kumar, 2018. "Customer preferences in mobile game pricing: a service design based case study," Electronic Markets, Springer;IIM University of St. Gallen, vol. 28(2), pages 191-203, May.
  3. Sheshadri Chatterjee & Ranjan Chaudhuri & Demetris Vrontis, 2025. "Examining the antecedents and consequences of addiction to mobile games: an empirical study," Information Systems and e-Business Management, Springer, vol. 23(1), pages 241-260, March.
  4. Flores-Roux, Ernesto M., 2013. "Mobile broadband: the urgent need for speedier roll-out," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37063.
  5. Goumagias, Nikolaos & Fernandes, Kiran Jude & Nucciarelli, Alberto & Li, Feng, 2022. "How to overcome path dependency through resource reconfiguration," Journal of Business Research, Elsevier, vol. 145(C), pages 78-91.
  6. Jordán, Valeria & Rojas, Fernando & Barrantes, Roxana, 2013. "The shifting digital paradigm in Latin America," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37059.
  7. Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
  8. de Kervenoael, Ronan & Palmer, Mark & Hallsworth, Alan, 2013. "From the outside in: Consumer anti-choice and policy implications in the mobile gaming market," Telecommunications Policy, Elsevier, vol. 37(6), pages 439-449.
  9. 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.
  10. Arenal, Alberto & Armuña, Cristina & Feijoo, Claudio & Ramos, Sergio & Xu, Zimu & Moreno, Ana, 2020. "Innovation ecosystems theory revisited: The case of artificial intelligence in China," Telecommunications Policy, Elsevier, vol. 44(6).
  11. Cabras, Ignazio & Goumagias, Nikolaos D. & Fernandes, Kiran & Cowling, Peter & Li, Feng & Kudenko, Daniel & Devlin, Sam & Nucciarelli, Alberto, 2017. "Exploring survival rates of companies in the UK video-games industry: An empirical study," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 305-314.
  12. Xing Wan & Javier Cenamor & Geoffrey Parker & Marshall Van Alstyne, 2017. "Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective," Sustainability, MDPI, vol. 9(5), pages 1-18, May.
  13. Nam, Kyungjin & Kim, Hye-jin, 2020. "The determinants of mobile game success in South Korea," Telecommunications Policy, Elsevier, vol. 44(2).
  14. James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.
  15. Katz, Raúl L., 2013. "Broadband, digitization and development," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37062.
  16. Colciago, Andrea & Etro, Federico, 2013. "Cloud computing, structural change and job creation in SMEs," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37064.
  17. José A. Montenegro & José L. Torres, 2016. "Consumer preferences and implicit prices of smartphone characteristics," Working Papers 2016-04, Universidad de Málaga, Department of Economic Theory, Málaga Economic Theory Research Center.
  18. Oktavianus, Jeffry & Oviedo, Helena & Gonzalez, Winiber & Putri, Andriani Pratama & Lin, Trisha T. C., 2017. "Why do Taiwanese young adults not jump on the bandwagon of Pokémon Go? Exploring barriers of innovation resistance," 14th ITS Asia-Pacific Regional Conference, Kyoto 2017: Mapping ICT into Transformation for the Next Information Society 168529, International Telecommunications Society (ITS).
  19. León, Omar de, 2013. "Regional and international connectivity," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37061.
  20. Bustillo, René, 2013. "The advance of cloud computing," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37068.
  21. -, 2013. "Broadband in Latin America: Beyond Connectivity," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 35899 edited by Eclac.
  22. Galperin, Hernán & Katz, Raúl L., 2013. "The demand gap: drivers and public policies," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37060.
  23. Viecens, María Fernanda & Galperin, Hernán & Mariscal Avilés, Judith, 2013. "National broadband plans," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37065.
  24. Viecens, María Fernanda & Ganuza, Juan José, 2013. "The challenge of over-the-top content and services," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37069.
  25. Jiali Qu & Jiawei Zhang & Benyong Hu & Chao Meng, 2025. "Joint Investment and Pricing Decisions in a Mobile Game Supply Chain Considering Risk Attitudes," Managerial and Decision Economics, John Wiley & Sons, Ltd., vol. 46(2), pages 891-909, March.
  26. Bustillo, René, 2013. "Net neutrality: debate and policies," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37067.
  27. Reinhardt, Ronny & Gurtner, Sebastian, 2018. "The overlooked role of embeddedness in disruptive innovation theory," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 268-283.
  28. Choi, Daewon, 2013. "Broadband and industrial policy: the Korean experience..," Libros de la CEPAL, Naciones Unidas Comisión Económica para América Latina y el Caribe (CEPAL), number 37066.
  29. Man Lai Cheung & Wilson K. S. Leung & Ludwig M. K. Chang & Si Shi, 2023. "Driving loyalty intentions of mobile games: a motivation theory perspective," Quality & Quantity: International Journal of Methodology, Springer, vol. 57(4), pages 657-682, December.
  30. Lantano, Francesco & Petruzzelli, Antonio Messeni & Panniello, Umberto, 2022. "Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation," Technological Forecasting and Social Change, Elsevier, vol. 174(C).
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