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Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry

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This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of contents and services to digital, in a scenario of rapidly increasing convergence of digital technologies and integration of media services taking advantage of improved and permanent network connections. The role of the so-called creative content industry is expected to increase accordingly. Communication services and media industry will co-evolve on the playground of the Internet of services, along with a product to service transformation of the software market in general. In this general context the Video games Software industry plays and is expected to play a major role. The games industry may become a major driver of the development of networks as it has been in the past for the development of computer hardware.

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  • Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
  • Handle: RePEc:ipt:iptwpa:jrc60711
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    1. 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.
    2. 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.
    3. 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.
    4. Geomina Turlea, 2011. "Tracking the Economic Value of Embedded Digital Technology: A Supply-side Methodology," JRC Research Reports JRC64287, Joint Research Centre.
    5. 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.
    6. 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.
    7. 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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