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dc.contributor.authorDE PRATO GIUDITTAen_GB
dc.contributor.authorSIMON JEAN-PAULen_GB
dc.date.accessioned2015-05-28T03:21:23Z-
dc.date.available2013-03-18en_GB
dc.date.available2015-05-28T03:21:23Z-
dc.date.created2013-01-14en_GB
dc.date.issued2012en_GB
dc.date.submitted2011-11-30en_GB
dc.identifier.citationeconStoren_GB
dc.identifier.urihttp://hdl.handle.net/10419/52209en_GB
dc.identifier.urihttp://publications.jrc.ec.europa.eu/repository/handle/JRC67917-
dc.description.abstractThe transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment.en_GB
dc.description.sponsorshipJRC.J.3-Information Societyen_GB
dc.format.mediumOnlineen_GB
dc.languageENGen_GB
dc.publisherITSen_GB
dc.relation.ispartofseriesJRC67917en_GB
dc.titlePaving the way to e-services: Innovation through Online gamesen_GB
dc.typeArticles in periodicals and booksen_GB
JRC Directorate:Growth and Innovation

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