Pitanje br. 14714
 
Pitanje: 
Industrija računalnih igara i upravljanje znanjem

Odgovor: 
Knjige:

  1. Upravljanje znanjem 2.0 : priručnik za poduzeća : verzija 2 / autori Marta Mazur ... [et al.]. 2015. URL: https://bib.irb.hr/datoteka/740473.KM_2.0_HR.pdf . - sign. 658.1 /UPR/  OP

  2. North, Klaus. Upravljanje znanjem : vođenje poduzeća usmjereno prema znanju. Jastrebarsko : Naklada Slap, 2008. - sign. 65.01 /NOR/ u


Članci u časopisima i zbornicima:


  1. Lozić, Joško. Trendovi u industriji zabave i video igrica: industrija mobilnih igrica preuzima globalno tržište. // Polytechnic and design. - 6 (2018), 3; str. 152-158.

  2. Radman Peša, Anita. New business model in the growing E-sports industry. // Poslovna izvrsnost. - 11 (2017), 2; str. 121-131.


Izvori na internetu (09.01.2019.):


  1. Entertainment Software Associaton. Essential facts about the computer and video games industry, 2018. URL: http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf

  2. Berg, Hovard Alexander. The Computer Game Industry. Norwegian University of Science and Technology, Department of Telematics, 2010. URL: https://brage.bibsys.no/xmlui/bitstream/handle/11250/262074/349985_FULLTEXT01.pdf?sequence=1

  3. Durinik, Michal. Gamification in knowledge management systems. // Central European Journal of Management. - 1 (2014), 2; str. 41-50. URL: https://www.researchgate.net/publication/283003527_Gamification_in_knowledge_management_systems

  4. Mcdaniel, Rudy. Communication and Knowledge Management Strategies in Video Game Design and Development: A Case Study Highlighting Key Organizational Narratives. // Proceedings of the  2015 IEEE International Professional Communication Conference (IPCC). Limerick: IEEE IPCC, 2015. str. 1-8. URL: https://www.researchgate.net/profile/Rudy_Mcdaniel/publication/280064676_Communication_and_Knowledge_Management_Strategies_in_Video_Game_Design_and_Development_A_Case_Study_Highlighting_Key_Organizational_Narratives/links/55a61f9a08aef604aa047822/Communication-and-Knowledge-Management-Strategies-in-Video-Game-Design-and-Development-A-Case-Study-Highlighting-Key-Organizational-Narratives.pdf

  5. Mcdaniel, Rudy. Developer Discourse: Exploring Technical Communication Practices within Video Game Development. // Technical Communication Quarterly. - 25 (2016), 3; str. 155-166. URL: https://www.tandfonline.com/doi/full/10.1080/10572252.2016.1180430?scroll=top&needAccess=true#aHR0cHM6Ly93d3cudGFuZGZvbmxpbmUuY29tL2RvaS9wZGYvMTAuMTA4MC8xMDU3MjI1Mi4yMDE2LjExODA0MzA/bmVlZEFjY2Vzcz10cnVlQEBAMA==

  6. Santasärkkä, Sebastian. The Digital Games Industry and its Direct and Indirect Impact on the Economy. Case study: Supercell and Finland. Helsinki: Helsinki Metropolia University of Applied Sciences, 2017. URL: https://www.theseus.fi/bitstream/handle/10024/128453/Santasarkka_thesis.pdf?sequence=1

  7. Wu, Yi-Hsuan. Knowledge Management Strategies In The Digital Game Industry: A Case Study Of Taiwanese Firms. // International Journal of Economics, Commerce and Management. - 4 (2016), 2; str. 269-294. URL: http://ijecm.co.uk/wp-content/uploads/2016/02/4215.pdf



UDK pojmovi: 
658 Poslovno upravljanje (menadžment)

Predmetnice: 
Upravljanje znanjem -- Načela, Računalne igre -- Industrija