Henkilönnimi Oguguo, Prince C., kirjoittaja.
Yhtenäistetty nimeke Innovation and Intellectual Property Use in the Global Video Game Industry. Englanti
Nimeke- ja vastuullisuusmerkintö Innovation and Intellectual Property Use in the Global Video Game Industry
Julkaistu World Intellectual Property Organization, Geneva, Switzerland : 2024.
©2024
SAB-luokituskoodi
Muu luokituskoodi
Ulkoasutiedot 1 verkkoaineisto (30 sivua)
Sarjamerkintö ei-lisäkirjausmuodossa Economic Research Working Paper ; 85
Huomautus sisällöstä, tiivistelmä tms. This paper is an analysis of the evolution of the global video game industry, a sector characterized by rapid technological innovation and changing business models. It builds on the work of Özalp (2024) and delves into how innovation in hardware, software, digital transformation and business models have redefined the boundaries of game development and player experiences. The paper also explores the important job roles in the industry, the role of intellectual property and end with predictions for the future of the industry. It aims to provide an accessible understanding of the industry's evolution, its current state, and its potential future directions.
Asiasana
Sarjalisäkirjaus - yhtenäistetty nimeke Economic Research Working Paper ; 85.
Elektronisen aineiston sijainti ja käyttö (URI) https://www.wipo.int/edocs/pubdocs/en/wipo-pub-econstat-wp-85-en-innovation-and-intellectual-property-use-in-the-global-video-game-industry.pdf Linkki verkkoaineistoon https://doi.org/10.34667/tind.49528
*000 am a a
*00125343
*007cr||||||||||||
*008 s2024 sz e ||| 0|eng |
*019 $bga,la,na
*040 $aFI-CUTE$bfin$erda
*0410 $aeng
*084 $a79.816$2ykl
*1001 $aOguguo, Prince C.,$ekirjoittaja.
*24010$aInnovation and Intellectual Property Use in the Global Video Game Industry.$lEnglanti
*24510$aInnovation and Intellectual Property Use in the Global Video Game Industry /$cPrince C. Oguguo.
*264 1$aGeneva, Switzerland :$bWorld Intellectual Property Organization,$c2024.
*264 4$c©2024
*300 $a1 verkkoaineisto (30 sivua)
*336 $ateksti$btxt$2rdacontent
*337 $atietokonekäyttöinen$bc$2rdamedia
*338 $averkkoaineisto$bcr$2rdacarrier
*4901 $aEconomic Research Working Paper ;$v85
*506 $aAineisto on vapaasti saatavissa.$fUnrestricted online access$2star
*520 $aThis paper is an analysis of the evolution of the global video game industry, a sector characterized by rapid technological innovation and changing business models. It builds on the work of Özalp (2024) and delves into how innovation in hardware, software, digital transformation and business models have redefined the boundaries of game development and player experiences. The paper also explores the important job roles in the industry, the role of intellectual property and end with predictions for the future of the industry. It aims to provide an accessible understanding of the industry's evolution, its current state, and its potential future directions.
*540 $fCC BY 4.0$2cc$uhttps://creativecommons.org/licenses/by/4.0/deed.fi
*650 7$apeliteollisuus$0http://www.yso.fi/onto/yso/p21024$2yso/fin
*650 7$avideopelit$0http://www.yso.fi/onto/yso/p17281$2yso/fin
*650 7$atietokonepelit $0http://www.yso.fi/onto/yso/p3453$2yso/fin
*650 7$apelisuunnittelu$0http://www.yso.fi/onto/yso/p27380$2yso/fin
*650 7$aimmateriaalioikeus$0http://www.yso.fi/onto/yso/p3068$2yso/fin
*830 0$aEconomic Research Working Paper ;$v85.
*85640$uhttps://www.wipo.int/edocs/pubdocs/en/wipo-pub-econstat-wp-85-en-innovation-and-intellectual-property-use-in-the-global-video-game-industry.pdf$yLinkki verkkoaineistoon
*856 $uhttps://doi.org/10.34667/tind.49528
^
Tästä teoksesta ei ole arvioita.
Näpäytä
kun haluat kirjoittaa ensimmäisen arvion.