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This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of...
Persistent link: https://www.econbiz.de/10008465205
This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of...
Persistent link: https://www.econbiz.de/10005790469
Purpose The purpose of the article is to explore the perceptions of Brazilian game developers about the power relations between them and the sponsors of digital game platforms. It also aims to identify forms of collective action that developers can use to counteract the asymmetry of power....
Persistent link: https://www.econbiz.de/10015051279
Purpose The authors aimed to explore how involvement in a creative development accelerator impacted participants. In particular, the authors considered the role of suffering in the acceleration process. Design/methodology/approach The authors conducted an ethnography of a rapid prototyping...
Persistent link: https://www.econbiz.de/10014892716
This paper reports on a text mining-based case study aimed at determining how virtual reality (VR) games, as examples of really new products (RNPs), market themselves when they are introduced to the mass market. The goal was to examine the marketing foci of RNPs and any subsequent changes over...
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