Born Digital, Grown Digital. The videogame World is a Hyperactive Phenomenon

Prato, Giuditta de and Feijoo Gonzalez, Claudio Antonio and Simon, Jean Paul (2010). Born Digital, Grown Digital. The videogame World is a Hyperactive Phenomenon. "Intermedia", v. 38 (n. 5); pp. 18-23. ISSN 0309-118X.

Description

Title: Born Digital, Grown Digital. The videogame World is a Hyperactive Phenomenon
Author/s:
  • Prato, Giuditta de
  • Feijoo Gonzalez, Claudio Antonio
  • Simon, Jean Paul
Item Type: Article
Título de Revista/Publicación: Intermedia
Date: January 2010
ISSN: 0309-118X
Volume: 38
Subjects:
Faculty: E.T.S.I. Telecomunicación (UPM)
Department: Señales, Sistemas y Radiocomunicaciones
Creative Commons Licenses: Recognition - No derivative works - Non commercial

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Abstract

Video games, though comparatively new, already form a significant and growing share of the media and content industries. The global video game market was estimated at some €45 - 50 billion in 2009, and is expected to grow four times faster than the media and entertainment market as a whole. The former is expected to grow by almost 70% by 2013, whereas the latter is expected to grow by only 17%. The figures and table in this article illustrate this for various perspectives. In the UK, the video game market outgrew the cinema market in 2009 and playing games online is now as popular as downloading music and video.

More information

Item ID: 8813
DC Identifier: http://oa.upm.es/8813/
OAI Identifier: oai:oa.upm.es:8813
Official URL: http://publications.jrc.ec.europa.eu/repository/handle/111111111/15760
Deposited by: Memoria Investigacion
Deposited on: 12 Mar 2013 12:27
Last Modified: 22 Sep 2014 10:36
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