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Quality of Video Games: Introduction to a Complex Issue

, Penguin, London. International Organization for Standarization 2015. ISO 9000:2015, retrieved from: [21.04.2019]. Ip, B., Jacobs, G. 2006. Quality function deployment for the games industry: Results from a practical application , Total Quality Management, 17, 835–856. ITU-T, 2008. Recommendation E.800: Definitions of terms related to quality of service , Telecommunication Standardization Sector of ITU. Jacobs, G., Ip, B. 2003. Matching games to gamers with quality function deployment

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Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers

Results (pp. 105–108). Shroff, P. K. (1995). Determinants of the returns-earnings correlation. Contemporary Accounting Research, 12(1), 41-55. Singh, J. E., & Shivaprasad, H. N. (2018). Behavioral Biases Affecting Investors’ Investment Decision: A Review of Literature. Available at SSRN 3120503 . Retrieved from State of Polish Video Games Industry 2017 . (2017). Retrieved from Stooq .pl[Accessed 31.03.2015]. Available from Internet: https

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WERNING is Associate Professor for Digital Media and Game Studies at Utrecht University, where he co-coordinates the graduate programme and game research focus area and organizes the Multidisciplinary Game Research summer school. He received his venia legendi (2014) from Bayreuth University (Germany) and has previously worked as an assistant professor in Bayreuth and Bonn. Stefan has been a visiting scholar and fellow at the Comparative Media Studies programme at MIT. While completing his PhD research, he worked in the digital games industry, most notably at Codemasters

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A balanced approach: Brexit from political and business perspectives

Thatcher, M. (September 20 1988). Speech to the College of Europe (“The Bruges Speech”). Retrieved from: The Guardian. (2017). “UK games industry: 40% of companies considering relocating after Brexit”. Retrieved from: The Guardian. (2018). “Who are the British business leaders still backing Brexit”. Retrieved from:

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Impact of ICT Innovative Momentum on Real-Time Accounting

”, Communications of ACM, Vol. 53, No. 4, pp. 50-58. 7. Ashcroft, P. (2005), Real-Time Accounting. The CPA Journal [Internet]. 2005 2014, April 02; LXXV(4). Available from: / (25 April 2015) 8. Barlow, M. (2013), Real-time Big Data Analytics: Amerging Architecture, Strata: Making Data Work, Sebastopol, USA, O’Reilly Media, Inc. 9. Belfo, F. (2011), “Business Process Management in the Computer Games Industry”, in Cruz-Cunha, M., Varvalho, V., Tavares, P. (Eds.), Business, Technological, and Social

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Disrupting video game distribution
A diachronic affordance analysis of Steam’s platformization strategy

the digital games industry. Fibreculture 5. Retrieved from [accessed 2018, November 18]. Kücklich J. 2005 Precarious playbour: Modders and the digital games industry Fibreculture 5 Retrieved from accessed 2018, November 18 Locke, R., Parker, L., Galloway, D. & Sloan, R. J. (2015). The game jam movement: Disruption, performance and artwork

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