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- Sandqvist, Ulf, 1976-, et al.
(författare)
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Business logics in Cultural Industries : The case of the Video Game Industry.
- 2013
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Konferensbidrag (refereegranskat)abstract
- The video game industry has today established itself as one of the largest entertainment industries. It is, just as the films industry, producing a product that is dependent on both artistic knowledge and business knowledge. Today the industry are suffering from a creative inability when it comes to the actual games – although it manages to find all the more creativity when it comes to finding successful business models. This paper reports on a longer study of Swedish game developers and how they find a way to distribute games in a market moving from the physical to the digital.Introduction
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- Sandqvist, Ulf, 1976-, et al.
(författare)
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The dematerialisation and democratisation of currencies : a historical description of currencies and how the physical has been replaced with the virtual
- 2010
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Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
- In this paper we examine the relation between the dematerialisation of currencies and democracy. We argue that money play an important role in any democratization process, as it enables and provide assets needed for individuals. Physical currency has a long history in supporting trade. It has also existed in many different shapes, depending on local demands and practices. In the shaping of virtual worlds cybercash has been made a part of this, although the trade practices depends on the type of virtual world: extension worlds or detension worlds. But, learning from the historical development, cybercash can be compared to other forms of currencies and therefore it is very likely that cybercash will be as important for any democratization process in virtual worlds as currencies has been in the physical world.
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