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dc.contributor.authorDE PRATO GIUDITTAen_GB
dc.contributor.authorFEIJOO Claudioen_GB
dc.contributor.authorSIMON JEAN-PAULen_GB
dc.date.accessioned2011-01-27T03:00:54Z-
dc.date.available2011-01-26en_GB
dc.date.available2011-01-27T03:00:54Z-
dc.date.created2011-01-26en_GB
dc.date.issued2010en_GB
dc.date.submitted2010-12-17en_GB
dc.identifier.citationIntermedia vol. 38 no. 5 p. 22-27en_GB
dc.identifier.issn0309-118Xen_GB
dc.identifier.uriwww.iicom.orgen_GB
dc.identifier.urihttp://publications.jrc.ec.europa.eu/repository/handle/JRC62587-
dc.description.abstractsummary of the main findings of the ¿Born digital/ grown digital. Assessing the future competitiveness of the EU videogames software industry¿ report.en_GB
dc.description.sponsorshipJRC.DDG.J.4-Information Societyen_GB
dc.format.mediumOnlineen_GB
dc.languageENGen_GB
dc.publisherInternational Institute fo Communicationsen_GB
dc.relation.ispartofseriesJRC62587en_GB
dc.titleBorn Digital, Grown Digital - The videogame World is a Hyperactive Phenomenonen_GB
dc.typeArticles in periodicals and booksen_GB
JRC Directorate:Growth and Innovation

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