Getting The Measure Of The Electronic Games Industry: Developers And The Management Of Innovation
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DOI: 10.1142/S136391960500123X
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Cited by:
- 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.
- Yohanes Kadarusman, 2012. "Knowledge Acquisition: Lessons from Local and Global Interaction in the Indonesian Consumer Electronics Sector," Institutions and Economies (formerly known as International Journal of Institutions and Economies), Faculty of Economics and Administration, University of Malaya, vol. 4(2), pages 65-100, July.
- Niccolò Innocenti & Luciana Lazzeretti, 2018. "Relatedness and growth: The impact of creative industries to the wider economy," Papers in Evolutionary Economic Geography (PEEG) 1819, Utrecht University, Department of Human Geography and Spatial Planning, Group Economic Geography, revised Apr 2018.
- Christina Teipen, 2016. "The Implications of the Value Chain and Financial Institutions for Work and Employment: Insights from the Video Game Industry in Poland, Sweden and Germany," British Journal of Industrial Relations, London School of Economics, vol. 54(2), pages 311-333, June.
- Sapsed, Jonathan & Grantham, Andrew & DeFillippi, Robert, 2007. "A bridge over troubled waters: Bridging organisations and entrepreneurial opportunities in emerging sectors," Research Policy, Elsevier, vol. 36(9), pages 1314-1334, November.
- Ian Miles & Lawrence Green, 2010. "Innovation and Creative Services," Chapters, in: Faïz Gallouj & Faridah Djellal (ed.), The Handbook of Innovation and Services, chapter 8, Edward Elgar Publishing.
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Keywords
Innovation management; electronic and video games; leisure software; benchmarking; software development; value chains;All these keywords.
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