Pregled bibliografske jedinice broj: 1244372
Video Gaming in Croatia: Empirical Research
Video Gaming in Croatia: Empirical Research // Proceedings of the 40th International Business Information Management Association Conference / Soliman, Khalid (ur.).
Sevilla, Španjolska: International Business Information Management Association (IBIMA), 2022. str. 672-676 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1244372 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Video Gaming in Croatia: Empirical Research
Autori
Milanović Glavan, Ljubica ; Lemac, Karlo
Kolaboracija
International Business Information Management Association
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 40th International Business Information Management Association Conference
/ Soliman, Khalid - : International Business Information Management Association (IBIMA), 2022, 672-676
ISBN
979-8-9867719-0-8
Skup
35th International Business Information Management Association Conference (35th IBIMA)
Mjesto i datum
Sevilla, Španjolska, 01.04.2020. - 02.04.2020
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
video gaming industry, video games, empirical research, Croatia.
Sažetak
In the recent decade the video game industry has grown to be the biggest area of popular entertainment, which, starting from releasing very simple games with bad graphics, quickly evolved into interactive animations which one could call art. Considering the visual excitement one can get from playing a videogame, the level of satisfaction can be matched to watching a movie. So, today, without a doubt, video industry has become a leading industry among all the other media industries, affecting both the young and the old population. This paper explains the state of video gaming industry, both in the world and, in more detail, in the territory of Croatia. Furthermore, research was conducted on the population of gamers in Croatia, with the aim of examining their consumption, habits and attitudes about video games. In order to show the situation of Croatian consumers in the video game market, the survey collected primary data from the population of the Republic of Croatia. That data was analysed and then compared with the collected, secondary data related to world consumption.
Izvorni jezik
Engleski
Znanstvena područja
Ekonomija, Informacijske i komunikacijske znanosti