2015
DOI: 10.1016/j.infoecopol.2015.07.005
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In-house publishing and competition in the video game industry

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Cited by 12 publications
(5 citation statements)
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“…Video games are dynamic forms of entertainment that operate on electronic equipment. According to the induction of scholars such as Xi et al (2022) and Thomes (2015) based on the variations in platform mediums, video games can be divided into several categories: console-based games, handheld device games, arcade-style games, computer-based games, and games designed for mobile devices. Currently, the most flourishing type is the online game category.…”
Section: Value Creation Of the Video Game Industrymentioning
confidence: 99%
“…Video games are dynamic forms of entertainment that operate on electronic equipment. According to the induction of scholars such as Xi et al (2022) and Thomes (2015) based on the variations in platform mediums, video games can be divided into several categories: console-based games, handheld device games, arcade-style games, computer-based games, and games designed for mobile devices. Currently, the most flourishing type is the online game category.…”
Section: Value Creation Of the Video Game Industrymentioning
confidence: 99%
“…Therefore, it is fundamental to implement a structure able to maximize the size of the sides [45]. Typically, it is possible to identify a supply side, the group of users offering or providing a product or a service, and a demand side, consisting of the users who use or benefit from the contents (product or services) provided by the supply side [10,46,47]. A critical role in MSPs is the platform manager, who mediates users' interactions and serves as the users' primary contact point with the platform [46].…”
Section: Characterizing a Digital Multisided Platformmentioning
confidence: 99%
“…The variables analyzed are ( Multihoming. This variable evaluates how easy it is to multi-home since the platform manager can make it difficult with some expedients (e.g., investment costs, learning curves), creating an entry barrier towards competitors [47,78].…”
Section: Platform Competitionmentioning
confidence: 99%
“…The video game industry can be viewed as a two-sided market when considering that one group corresponds to users, while the opposite side of the market is composed of software developers [14]. If restricting the focus on online gaming, one can alternatively think of a two-sided market composed of a group of viewers, while the other side consists of online gamers.…”
Section: Relevant Literature Focused On a Societal Approach: Two-sided Markets And Salesforce Compensationmentioning
confidence: 99%