Video game publishing
From Copyright EVIDENCE
This industry category includes the following:
58.21 Publishing of computer games
- This class includes:
- - publishing of computer games for all platforms
Click Here for more details on this classification: Industry Appendix
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Video game publishing is an industry sector defined within the Copyright Evidence wiki.
The following studies involve this industry sector (14):
Citation | |
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Banks and Humphreys (2008) | Banks, J., & Humphreys, S. (2008). The Labour of User Co-Creators Emergent Social Network Markets?. Convergence: the International Journal of research into New Media technologies, 14(4), 401-418. |
Fietkiewicz (2020) | Fietkiewicz K.J. (2020) The Law of Live Streaming: A Systematic Literature Review and Analysis of German Legal Framework. In: Meiselwitz G. (eds) Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis. HCII 2020. Lecture Notes in Computer Science, vol 12194. Springer, Cham. pp. 227-242 |
Fukugawa (2011) | Fukugawa, N. (2011). How Serious is Piracy in the Videogame Industry?. Empirical Economics Letters, 10(3), 225-233. |
Humphreys, Fitzgerald, Banks, Suzor (2008) | Humphreys, S., Fitzgerald, B., Banks, J. and Suzor, N., 2005. Fan-based production for computer games: User-led innovation, the ‘Drift of Value’and intellectual property rights. Media International Australia Incorporating Culture and Policy, 114(1), pp.16-29. |
Jankowich (2006) | Jankowich, A. (2006) EULAw: The Complex Web of Corporate Rule-Making in Virtual Worlds. Tulane Journal of Technology and Intellectual Property, 8 |
Kartas and Goode (2012) | Kartas, A and Goode, S (2012) Use, perceived deterrence and the role of software piracy in video game console adoption. Information Systems Frontiers, Volume 14(2), pp 261 - 277 |
Katzenbach, Herweg and Van Roessel (2016) | Katzenbach, C., Herweg, S. and Van Roessel, L. Copies, Clones, and Genre Building: Discourses on Imitation and Innovation in Digital Games. International Journal of Communication 10 (2016), 838-859 |
Lastowka (2011) | Lastowka, Greg, Minecraft as Web 2.0: Amateur Creativity & Digital Games (October 5, 2011). Available at SSRN: https://ssrn.com/abstract=1939241 or http://dx.doi.org/10.2139/ssrn.1939241 |
Phau and Liang (2012) | Phau, I., & Liang, J. (2012). Downloading digital video games: predictors, moderators and consequences. Marketing Intelligence & Planning, 30(7), 740-756. |
Poor (2012) | Poor, N. (2012) When Firms Encourage Copying: Cultural Borrowing as Standard Practice in Game Spaces. International Journal of Communication 6, 689–709 |
Rietveld (2015) | Rietveld, Joost. Value Creation from Complements in Platform Markets: Studies on the Video Game Industry. Diss. City University London, 2015. |
Roquilly (2011) | Roquily, C. (2011) Control Over Virtual Worlds by Game Companies: Issues and Recommendations. MIS Quarterly, 35(3) |
Shankar and Bayus (2002) | Shankar, V., & Bayus, B. L. (2003). Network effects and competition: An empirical analysis of the home video game industry. Strategic Management Journal, 24(4), 375-384. |
Van Roessel and Katzenbach (2018) | van Roessel, L. And Katzenbach, C. (2018) Navigating the grey area: Game production between inspiration and imitation. Convergence: The International Journal of Research into New Media and Technologies. |