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Innovation and Intellectual Property Use in the Global Video Game Industry

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  • Prince C. Oguguo

Abstract

This paper is an analysis of the evolution of the global video game industry, a sector characterized by rapid technological innovation and changing business models. It builds on the work of Ozalp (2024) and delves into how innovation in hardware, software, digital transformation and business models have redefined the boundaries of game development and player experiences. The paper also explores the important job roles in the industry, the role of intellectual property and end with predictions for the future of the industry. It aims to provide an accessible understanding of the industry's evolution, its current state, and its potential future directions.

Suggested Citation

  • Prince C. Oguguo, 2024. "Innovation and Intellectual Property Use in the Global Video Game Industry," WIPO Economic Research Working Papers 85, World Intellectual Property Organization - Economics and Statistics Division.
  • Handle: RePEc:wip:wpaper:85
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    References listed on IDEAS

    as
    1. Mathijs De Vaan & Ron Boschma & Koen Frenken, 2013. "Clustering and firm performance in project-based industries: the case of the global video game industry , 1972--2007," Journal of Economic Geography, Oxford University Press, vol. 13(6), pages 965-991, November.
    2. Steven Casper & Cornelia Storz, 2017. "Bounded careers in creative industries: Surprising patterns in video games," Industry and Innovation, Taylor & Francis Journals, vol. 24(3), pages 213-248, April.
    Full references (including those not matched with items on IDEAS)

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    More about this item

    Keywords

    Innovation; Video Games; Intellectual property; Technology;
    All these keywords.

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