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The Innovation Pattern in the Digital Age: The Case of the Game Software

In: The Efficiency and Creativity of Product Development

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  • Fumihiko Ikuine

    (Chuo Graduate School of Strategic Management)

Abstract

We previously described the history of the game software industry from 1983, qualitatively covering 17 years. In this chapter, we first quantitatively understand the changes that have occurred in the game software market.

Suggested Citation

  • Fumihiko Ikuine, 2022. "The Innovation Pattern in the Digital Age: The Case of the Game Software," Springer Books, in: The Efficiency and Creativity of Product Development, chapter 0, pages 97-115, Springer.
  • Handle: RePEc:spr:sprchp:978-981-16-7743-4_7
    DOI: 10.1007/978-981-16-7743-4_7
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