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Economics and Culture
Volume 16 (2019): Issue 1 (June 2019)
Open Access
Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers
Rafał Rydzewski
Rafał Rydzewski
| Jul 20, 2019
Economics and Culture
Volume 16 (2019): Issue 1 (June 2019)
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Published Online:
Jul 20, 2019
Page range:
137 - 147
DOI:
https://doi.org/10.2478/jec-2019-0015
Keywords
Creative industry
,
Video game sector
,
Market-to-book ratio
,
Intellectual capital
© 2019 Rafał Rydzewski, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.