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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.
Title: | Born Digital, Grown Digital. The videogame World is a Hyperactive Phenomenon |
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Author/s: |
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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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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.
Item ID: | 8813 |
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DC Identifier: | https://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 |