Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management.
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da USP |
Texto Completo: | http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/ |
Resumo: | Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. |
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Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management.Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto.Administração de projetosAdvertisingAgile methodologiesBibliometric studyDesign thinkinggame developmentJogos eletrônicosmultihomingPayment schemesPlatformsProject managementqualitySimultaneous effectTwo sided-marketsVideo game marketDigital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.Sem resumo.Biblioteca Digitais de Teses e Dissertações da USPNakano, Davi NoboruHiguchi, Marcelo Makoto2018-04-04info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2018-07-19T20:50:39Zoai:teses.usp.br:tde-23052018-114837Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212018-07-19T20:50:39Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false |
dc.title.none.fl_str_mv |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto. |
title |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
spellingShingle |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. Higuchi, Marcelo Makoto Administração de projetos Advertising Agile methodologies Bibliometric study Design thinking game development Jogos eletrônicos multihoming Payment schemes Platforms Project management quality Simultaneous effect Two sided-markets Video game market |
title_short |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
title_full |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
title_fullStr |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
title_full_unstemmed |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
title_sort |
Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. |
author |
Higuchi, Marcelo Makoto |
author_facet |
Higuchi, Marcelo Makoto |
author_role |
author |
dc.contributor.none.fl_str_mv |
Nakano, Davi Noboru |
dc.contributor.author.fl_str_mv |
Higuchi, Marcelo Makoto |
dc.subject.por.fl_str_mv |
Administração de projetos Advertising Agile methodologies Bibliometric study Design thinking game development Jogos eletrônicos multihoming Payment schemes Platforms Project management quality Simultaneous effect Two sided-markets Video game market |
topic |
Administração de projetos Advertising Agile methodologies Bibliometric study Design thinking game development Jogos eletrônicos multihoming Payment schemes Platforms Project management quality Simultaneous effect Two sided-markets Video game market |
description |
Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-04-04 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/ |
url |
http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/ |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
|
dc.rights.driver.fl_str_mv |
Liberar o conteúdo para acesso público. info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Liberar o conteúdo para acesso público. |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.coverage.none.fl_str_mv |
|
dc.publisher.none.fl_str_mv |
Biblioteca Digitais de Teses e Dissertações da USP |
publisher.none.fl_str_mv |
Biblioteca Digitais de Teses e Dissertações da USP |
dc.source.none.fl_str_mv |
reponame:Biblioteca Digital de Teses e Dissertações da USP instname:Universidade de São Paulo (USP) instacron:USP |
instname_str |
Universidade de São Paulo (USP) |
instacron_str |
USP |
institution |
USP |
reponame_str |
Biblioteca Digital de Teses e Dissertações da USP |
collection |
Biblioteca Digital de Teses e Dissertações da USP |
repository.name.fl_str_mv |
Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP) |
repository.mail.fl_str_mv |
virginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.br |
_version_ |
1815257362791923712 |