Videogames As Interactive Experiential Products And Their Manner Of Development
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DOI: 10.1142/S1363919605001198
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Cited by:
- Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
- Peters, Frank, 2018. "The business of video games is a multi-player game : Essays on governance choices and performance in a two-sided market in the cultural industries," Other publications TiSEM 886b3148-4bbb-4ea4-b666-0, Tilburg University, School of Economics and Management.
- Francesco Izzo & Barbara Masiello, 2015. "Strategie di innovazione nelle imprese creative di servizi," ECONOMIA E DIRITTO DEL TERZIARIO, FrancoAngeli Editore, vol. 2015(1), pages 63-104.
- Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
- Burger-Helmchen, Thierry, 2009.
"Option chain and change management: A structural equation application,"
European Management Journal, Elsevier, vol. 27(3), pages 176-186, June.
- Thierry Burger-Helmchen, 2006. "Option chain and change management : a structural equation application," Working Papers of BETA 2006-28, Bureau d'Economie Théorique et Appliquée, UDS, Strasbourg.
- Thierry Burger-Helmchen, 2009. "Option chain and change management : A structural equation application," Post-Print hal-02302864, HAL.
- Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
- F. Ted Tschang, 2007. "Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry," Organization Science, INFORMS, vol. 18(6), pages 989-1005, December.
- Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2023. "Playing with social relationships. Their role among actors in the video game industry," International Journal of Contemporary Management, Sciendo, vol. 59(4), pages 34-57, December.
- Patrycja Klimas & Wojciech Czakon, 2018. "Organizational innovativeness and coopetition: a study of video game developers," Review of Managerial Science, Springer, vol. 12(2), pages 469-497, March.
- Landoni, Paolo & Dell’era, Claudio & Frattini, Federico & Messeni Petruzzelli, Antonio & Verganti, Roberto & Manelli, Luca, 2020. "Business model innovation in cultural and creative industries: Insights from three leading mobile gaming firms," Technovation, Elsevier, vol. 92.
- Sapsed, Jonathan & Tschang, Feichin Ted, 2014. "Art is long, innovation is short: Lessons from the Renaissance and the digital age," Technological Forecasting and Social Change, Elsevier, vol. 83(C), pages 127-141.
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Keywords
Product development; videogames; interactivity;All these keywords.
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