Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities
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- André Marchand
- Department of Marketing and Media, University of Muenster, Am Stadtgraben 13-15, 48143 Muenster, Germany
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- Thorsten Hennig-Thurau
- Department of Marketing and Media, University of Muenster, Am Stadtgraben 13-15, 48143 Muenster, Germany
書誌事項
- 公開日
- 2013-08
- 権利情報
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- https://journals.sagepub.com/page/policies/text-and-data-mining-license
- DOI
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- 10.1016/j.intmar.2013.05.001
- 公開者
- SAGE Publications
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説明
<jats:p> In the past twenty years, the video game industry has established itself as a significant contributor to the global entertainment economy. Compared to more established entertainment industries such as movies and music, limited scholarly research in marketing has addressed the processes that create value for companies and consumers in the context of video games which are now available on multiple devices (e.g., consoles, portables, mobile devices) and through multiple channels (e.g., retail and online). The authors therefore develop a conceptual framework of value creation through video games, highlight important findings from extant research in marketing and other disciplines, and apply the framework to derive future research opportunities. </jats:p>
収録刊行物
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- Journal of Interactive Marketing
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Journal of Interactive Marketing 27 (3), 141-157, 2013-08
SAGE Publications
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詳細情報 詳細情報について
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- CRID
- 1362544418804097152
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- ISSN
- 15206653
- 10949968
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- Web Site
- https://api.elsevier.com/content/article/PII:S1094996813000170?httpAccept=text/xml
- https://api.elsevier.com/content/article/PII:S1094996813000170?httpAccept=text/plain
- https://journals.sagepub.com/doi/pdf/10.1016/j.intmar.2013.05.001
- https://journals.sagepub.com/doi/full-xml/10.1016/j.intmar.2013.05.001
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