An edition of Digital Broadband Content (2005)

Digital Broadband Content

The online computer and video game industry

Digital Broadband Content
Organisation for Economic Co-o ...
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Last edited by MARC Bot
August 15, 2024 | History
An edition of Digital Broadband Content (2005)

Digital Broadband Content

The online computer and video game industry

Computer and video games is a young industry with rapid growth underpinned by technological development. The global market in 2003 was over USD 21 billion compared with USD 32 billion for the recorded music industry. The main segments are off-line consoles and PCs; online and wireless games are still relatively small but there is a general online trend and the industry is increasingly strategic for media, Internet and consumer electronics firms. "Dis-intermediation" is occurring in the value chain as distributor and retail roles are taken by publishers directly or via ISPs and game Web sites. ISPs are also acting as content aggregators and game Web sites and portals as retailers ("re-intermediation"). Development barriers include the availability of network infrastructure, skills and management challenges, financing issues, and the legal and payments infrastructure. The policy framework affecting the industry includes R&D and technology, market and skills development; IPR and piracy issues; online business conditions including broadband quality, micro-payments, standards and taxation issues; and social dimensions including culture, age ratings and content issues, and games applications in education.

Publish Date
Publisher
OECD Publishing
Language
English
Pages
68

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Edition Availability
Cover of: Digital Broadband Content
Digital Broadband Content: The online computer and video game industry
2005, OECD Publishing
electronic resource: in English

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Book Details


Table of Contents

-Foreword
Preface
Summary
Introduction
The Computer Game Industry in OECD Countries
Industry Structure and Value Chains
Business Models and Cost Structures
Drivers of the Computer Game Industry
Barriers to Development of the Computer Game Industry
Policy Framework
Annex I. Abbreviations
Annex II. Statistical Definition of the Computer Game Industry
Annex III. Selected Computer and Video Games Mergers and Acquisitions, 2000-2003

Edition Notes

Published in
Paris

The Physical Object

Format
[electronic resource]:
Pagination
68 p.
Number of pages
68

Edition Identifiers

Open Library
OL53208204M
ISBN 13
9789264065888

Work Identifiers

Work ID
OL39091691W

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