Pregled bibliografske jedinice broj: 1243404
Economic contribution of the video game industry and new trends during the COVID-19 pandemic
Economic contribution of the video game industry and new trends during the COVID-19 pandemic // Megatrends and Media: Home Officetainment : Conference Proceedings / Prostináková, Monika ; Hossová, Jana ; Radošinská Solík, Martin (ur.).
Trnava: Faculty of Mass Media Communication, 2021. str. 477-490 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1243404 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Economic contribution of the video game industry
and new trends during the COVID-19 pandemic
Autori
Borić Cvenić, Marta ; Tolušić, Marija ; Žalac, Zoran
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Megatrends and Media: Home Officetainment : Conference Proceedings
/ Prostináková, Monika ; Hossová, Jana ; Radošinská Solík, Martin - Trnava : Faculty of Mass Media Communication, 2021, 477-490
ISBN
978-80-572-0183-0
Skup
International Scientific Conference Megatrends and Media: Home Officetainment
Mjesto i datum
Trnava, Slovačka, 21.04.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Creative Industry. Economic Contribution. Economic Impacts. Employment. New Trends in Video Game Industry. Spend. Video Game Industry.
Sažetak
Over the past few years, the video game industry has achieved unprecedented success in terms of sales, revenue and the number of employees, as well as those who play video games. The video game industry, as one of the sectors of the creative industry, is one of the most propulsive and fastest growing. The COVID-19 pandemic also contributed to some new trends in the video game industry, because more and more people started playing games due to the lock down. In this paper, emphasis will be placed primarily on the economic contribution of the video game industry has made to the economy of the United Kingdom and the United States as well as new trends that have emerged due to the COVID-19 pandemic. This paper will analyse economic indicators such as: employment, consumption in the segment of game software, game hardware the specific impact of the direct expenditures of video game industry companies, indirect impact – the impact of national or in state suppliers to these companies, induced impacts – the additional economic impact of the spending of employees and supplier employees and total impact – the sum of direct, indirect and induced impacts.
Izvorni jezik
Engleski
Znanstvena područja
Ekonomija
POVEZANOST RADA
Ustanove:
Akademija za umjetnost i kulturu u Osijeku