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Business logics in Cultural Industries: The case of the Video Game Industry.
Umeå University, Faculty of Social Sciences, Department of Geography and Economic History, Economic history.
Göteborgs universitet.
2013 (English)Conference paper (Refereed)
Abstract [en]

The video game industry has today established itself as one of the largest entertainment industries. It is, just as the films industry, producing a product that is dependent on both artistic knowledge and business knowledge. Today the industry are suffering from a creative inability when it comes to the actual games – although it manages to find all the more creativity when it comes to finding successful business models. This paper reports on a longer study of Swedish game developers and how they find a way to distribute games in a market moving from the physical to the digital.Introduction

Place, publisher, year, edition, pages
National Category
Business Administration
Research subject
Business Studies
URN: urn:nbn:se:umu:diva-79636OAI: diva2:643542
Nordic Academy of Management Conference, Reykjavik 21-23 August.
Forte, Swedish Research Council for Health, Working Life and Welfare
Available from: 2013-08-27 Created: 2013-08-27 Last updated: 2013-11-29Bibliographically approved

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ReferencesLink to record
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