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Video games are treated as an innovation in leisure activity that makes being unemployed more attractive than before. In this study we develop a theoretical model and empirically test whether the popularity of video games influences the total and youth unemployment. Our results of regression...
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Purpose This study explores company strategies for intangibles. The authors investigate whether it is reasonable for companies to intensify intangibles when the current strategy is not intangible-intensive. The purpose of this paper is to elaborate a theoretical model to describe the strategic...
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Purpose This paper aims to examine how a company can build and develop its relational capital in a digital environment. It searches for proxy-indicators for digital relational capital and explores their impact on company performance. Design/methodology/approach The paper is designed to sit in...
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This study tests the implications of tournament theory using data on eSports (video game) competitions. We incorporate team production with the theory of rank order elimination tournaments since in our analysis, competitors in an elimination tournament are groups rather than individuals. In this...
Persistent link: https://www.econbiz.de/10012990101
Crowd-sourcing of information has become popular in the years since James Surowiecki published The Wisdom of Crowds: why the many are smarter than the few and how collective wisdom shapes business, economies, societies, and nations. In sports, crowd-sourced estimates of players’ values and...
Persistent link: https://www.econbiz.de/10013234843