SMEs in European computer games and interactive entertainment software markets
by Gordon Dixon, Peter Karboulonis
International Journal of Entrepreneurship and Innovation Management (IJEIM), Vol. 1, No. 3/4, 2001

Abstract: Consumer spending in Europe for games and interactive entertainment is expected to rise to US$ 6.1 billion within three years, and by 2002 on-line games players are expected to number five million. Within this industry there is significant change in business activity, which is leading to strategies of acquisitions, mergers, franchising and collaborative arrangements. New entrants are more likely to be developers rather than publishers in this highly competitive and high-value market. Trends point to the income from computer games software and video games surpassing major box office receipts of the motion picture industry. Markets are also emerging to satisfy new classes of consumers both in Europe and in Asia.

Online publication date: Wed, 16-Jul-2003

The full text of this article is only available to individual subscribers or to users at subscribing institutions.

 
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.

Pay per view:
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.

Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Entrepreneurship and Innovation Management (IJEIM):
Login with your Inderscience username and password:

    Username:        Password:         

Forgotten your password?


Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.

If you still need assistance, please email subs@inderscience.com