1 |
Aoyama,Y. & Izushi, H., "Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry", Research Policy, pp 32, 423-444 003
DOI
|
2 |
App Store Metrics. 2016, http://www.pocketgamer.biz/metrics/app-store/app-count/
|
3 |
Cox. J, "hat Makes a Blockbuster Video Game? An Empirical Analysis of US Sales data", Manage",Decis. Econ, 2013
|
4 |
Elberse.A., "Blockbusters: Hit-making, Risk-taking, and the Big Business of Entertainment", Macmillan, New York, 2008
|
5 |
Griffiths, S. " World's most expensive video game goes on sale: Destiny cost more than MILLION to make - dwarfing even Hollywood's most extravagant budget".2014, http://www.dailymail.co.uk/sciencetech/article-2749053/Worlds-expensive-video-game-goes-sale-Destiny-cost-310-MILLION-develop.html
|
6 |
Kaiser, R. "Triple-A Games: Pretty and Brain dead", 2014, http://prospect.org/article/triple-games-pretty-and-brain-dead
|
7 |
Ovide, S.& Rusli, M. E.,"Microsoft Gets 'Minecraft'-Not the Founders ",2014, http://www.wsj.com/articles/microsoft-agrees-to-acquire-creator-of-minecraft-1410786190
|
8 |
https: //mojang.com/2014/09/yes-were-being-bought-by-microsoft/
|
9 |
Rietveld, J, "Power to the Player: Demand Heterogeneity and the Adoption of Platform Complements", NYU Stern Working Paper, 2014
|
10 |
Tschang, F. T.." Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry". Organization Science, 2007
|
11 |
http://www.nytimes.com/2013/09/30/technology/a-shrinking-list-of-blockbusters-dominates-video-games.html?pagewanted=all&_r=0
|