Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry
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Cited by:
- Kaja Prystupa-Rządca & Justyna Starostka, 2015. "Customer Involvement in the Game Development Process," Journal of Entrepreneurship, Management and Innovation, Fundacja Upowszechniająca Wiedzę i Naukę "Cognitione", vol. 11(3), pages 43-66.
- Thomes, Tim Paul, 2015. "In-house publishing and competition in the video game industry," Information Economics and Policy, Elsevier, vol. 32(C), pages 46-57.
- James Stewart & Gianluca Misuraca, 2012. "The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification," JRC Research Reports JRC77656, Joint Research Centre.
- Geomina Turlea, 2011. "Tracking the Economic Value of Embedded Digital Technology: A Supply-side Methodology," JRC Research Reports JRC64287, Joint Research Centre.
- James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.
- Zsolt Demetrovics & Róbert Urbán & Katalin Nagygyörgy & Judit Farkas & Mark D Griffiths & Orsolya Pápay & Gyöngyi Kökönyei & Katalin Felvinczi & Attila Oláh, 2012. "The Development of the Problematic Online Gaming Questionnaire (POGQ)," PLOS ONE, Public Library of Science, vol. 7(5), pages 1-9, May.
- Oliveira, Luis & Fleury, Afonso & Fleury, Maria Tereza, 2021. "Digital power: Value chain upgrading in an age of digitization," International Business Review, Elsevier, vol. 30(6).
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