Pitanje br. 16143
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Pitanje: |
Razvoj video igara u kreativnoj industriji
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Odgovor: |
Knjige:
- Bogost, Ian. Kako činiti stvari videoigrama. Zagreb : Multimedijalni institut : Autonomna tvornica kulture, 2014. - sign. 794 /BOG/ k OP
- Goldstein, Simona. Poduzetništvo u kreativnim industrijama. Zagreb : Hrvatska sveučilišna naklada, 2016. - sign. 338 /GOL/ p
- Howkins, John. Kreativna ekonomija : kako ljudi zarađuju na idejama. Zagreb : Binoza press, 2003. - sign. 001.8 /HOW/ k
- Novotny, Damir. Kreativna ekonomija : kako iskoristiti kapital ljudskog uma kao pokretača ekonomskog rasta u 21. stoljeću?. Zagreb : T&MC Group, 2015. - sign. 33 /NOV/ k
Članci u časopisima:
- Lozić, J. Trendovi u industriji zabave i video igrica : industrija mobilnih igrica preuzima globalno tržište. // Polytechnic and design. - 6 (2018), 3; str. 152-158.
Izvori na internetu (26.08.2020.):
- Video Game Industry - Statistics & Facts. 2020. URL: https://www.statista.com/topics/868/video-games/
- Casper, Steven. Bounded careers in creative industries: Surprising patterns in video games. // Industry and Innovation. - 24 (2017), 3; str. 213–248. URL: https://www.researchgate.net/publication/308487238_Bounded_careers_in_creative_industries_Surprising_patterns_in_video_games
- Dobrilova, Teodora. How Much Is the Gaming Industry Worth in 2020? [+22 Powerful Stats]. 2020. URL: https://techjury.net/blog/gaming-industry-worth/
- Karamatić, Mislav. Značaj industrije video igara s osvrtom na stanje u Republici Hrvatskoj: diplomski rad. Zagreb: Mislav Karamatić, 2019. URL: https://repozitorij.efzg.unizg.hr/islandora/object/efzg%3A2843/datastream/PDF/view
- Marchand, A. Value Creation in the Video Game Industry : Industry Economics, Consumer Benefits, and Research Opportunities. // Journal of Interactive Marketing. - 27 (2013) ; str. 141-157. URL: https://www.researchgate.net/publication/255995598_Value_Creation_in_the_Video_Game_Industry_Industry_Economics_Consumer_Benefits_and_Research_Opportunities
- Pavelić, Ivana. Analiza industrije video igara: diplomski rad. Pula: Ivana Pavelić, 2018. URL: https://repozitorij.unipu.hr/islandora/object/unipu%3A3205/datastream/PDF/view
- Rašić Bakarić, Ivana. Mapiranje kreativnih i kulturnih industrija u Republici Hrvatskoj. Zagreb: Ekonomski institut Zagreb, 2015. URL: https://hkkkki.eu/dokumenti/mapiranje.pdf
- Santasärkkä, S. The Digital Games Industry and its Direct and Indirect Impact on the Economy. Case study: Supercell and Finland (thesis). Helsinki: Metropolia Business School, 2017. URL : https://www.theseus.fi/bitstream/handle/10024/128453/Santasarkka_thesis.pdf
- Tschang, Ted. Creative Industries Across Cultural Borders: The Case of Video Games in Asia. // Creative Economies, Creative Cities: Asian-European Perspectives / editors Lily Kong, Justin O’Connor. Dordrecht; Heidelberg; London; New York: Springer Science + Business Media B.V., 2009.; str. 25-42. URL: https://link.springer.com/content/pdf/10.1007%2F978-1-4020-9949-6.pdf
- Wijman, Tom. The Global Games Market Will Generate $152.1 Billion in 2019 as the U.S. Overtakes China as the Biggest Market. Newzoo. 2019. URL: https://newzoo.com/insights/articles/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market/
- Zackariasson, P. Creativity in the video game industry. // Creativity: Fostering, Measuring and Contexts / Editor Alessandra M. Corrigan. Nova Science Publishers, Inc, 2009. URL: https://www.researchgate.net/publication/289666502_Creativity_in_the_video_game_industry
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UDK pojmovi: |
795 Računalne igre |
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Predmetnice: |
Kreativne industrije, Videoigre -- Socijalni aspekti |
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