The Business of Fun.
The article presents an overview and analysis of the computer video games industry, focusing on the similarities and differences of widely popular games such as Halo, World of Warcraft, Dance Dance Revolution and Guitar Hero. The profitability of such products is discussed and examples of methods vi...
| Publicado en: | Computer (00189162) Vol. 41; no. 2; pp. 101 - 104 |
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| Autor principal: | |
| Formato: | Artículo |
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IEEE
Feb2008
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=29385304&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 29385304 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 00189162 PUT jtl: Computer (00189162) issn: 00189162 maglogo: N pubinfo: dt: Feb2008 vid: 41 iid: 2 pid: 13605 pub: IEEE artinfo: ui: 29385304 10.1109/MC.2008.64 ppf: 101 ppct: 3 formats: tig: atl: The Business of Fun. aug: au: Van Lent, Michael affil: USC Institute for Creative Technologies su: Video game industry Development of application software Video games Profitability Electronic toys Mass media industry sug: subj: Video game industry Development of application software Video games Profitability Electronic toys Mass media industry ab: The article presents an overview and analysis of the computer video games industry, focusing on the similarities and differences of widely popular games such as Halo, World of Warcraft, Dance Dance Revolution and Guitar Hero. The profitability of such products is discussed and examples of methods video game companies use to increase their revenue streams are presented. The increase in development costs of 21st century video games, compared to 20th century precursors such as Pac-Man, is also discussed. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2008 holdings: @attributes: islocal: N |
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