Please use this identifier to cite or link to this item: https://doi.org/10.21256/zhaw-19091
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dc.contributor.advisorGraf, Christian Olivier-
dc.contributor.authorSchneider, Corinne-
dc.date.accessioned2020-01-16T12:19:07Z-
dc.date.available2020-01-16T12:19:07Z-
dc.date.issued2019-
dc.identifier.urihttps://digitalcollection.zhaw.ch/handle/11475/19091-
dc.description.abstractA significant development of the video game market could be observed over the last few decades. Back in the day, playing video games was generally considered to be a leisure activity predominantly practiced by young men. However, this activity has expanded to include other target groups, most notably women as well as parents and seniors. Not only the user base of video games has changed significantly, but also the importance of the industry itself. According to a report by PwC analyzing the future of global entertainment and media, between 2017 and 2022, consumers will allocate a significant portion of their free time dedicated to entertainment and media activities to playing video games (27.8 percent CAGR). More specifically, consuming video games comes only second to communications with 28.5 percent. Moreover, the video game industry currently generates higher revenues than other entertainment industries, such as motion pictures and music.de_CH
dc.format.extent88de_CH
dc.language.isoende_CH
dc.publisherZHAW Zürcher Hochschule für Angewandte Wissenschaftende_CH
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/de_CH
dc.subject.ddc338: Produktionde_CH
dc.subject.ddc700: Künste und Unterhaltungde_CH
dc.titleSwiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerlandde_CH
dc.typeThesis: Bachelorde_CH
dcterms.typeTextde_CH
zhaw.departementSchool of Management and Lawde_CH
zhaw.publisher.placeWinterthurde_CH
dc.identifier.doi10.21256/zhaw-19091-
zhaw.originated.zhawYesde_CH
Appears in collections:BSc International Management

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Schneider, C. (2019). Swiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerland [Bachelor’s thesis, ZHAW Zürcher Hochschule für Angewandte Wissenschaften]. https://doi.org/10.21256/zhaw-19091
Schneider, C. (2019) Swiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerland. Bachelor’s thesis. ZHAW Zürcher Hochschule für Angewandte Wissenschaften. Available at: https://doi.org/10.21256/zhaw-19091.
C. Schneider, “Swiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerland,” Bachelor’s thesis, ZHAW Zürcher Hochschule für Angewandte Wissenschaften, Winterthur, 2019. doi: 10.21256/zhaw-19091.
SCHNEIDER, Corinne, 2019. Swiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerland. Bachelor’s thesis. Winterthur: ZHAW Zürcher Hochschule für Angewandte Wissenschaften
Schneider, Corinne. 2019. “Swiss Video Game Firms : An Analysis of Existing and Required Support Measures for the Video Game Industry in Switzerland.” Bachelor’s thesis, Winterthur: ZHAW Zürcher Hochschule für Angewandte Wissenschaften. https://doi.org/10.21256/zhaw-19091.
Schneider, Corinne. Swiss Video Game Firms : An Analysis of Existing and Required Support Measures for the Video Game Industry in Switzerland. ZHAW Zürcher Hochschule für Angewandte Wissenschaften, 2019, https://doi.org/10.21256/zhaw-19091.


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