Abstract

Consumer spending in Europe for games and interactive entertainment is expected to rise to US$ 6.1 billion within three years, and by 2002 on-line games players are expected to number five million. Within this industry there is significant change in business activity, which is leading to strategies of acquisitions, mergers, franchising and collaborative arrangements. New entrants are more likely to be developers rather than publishers in this highly competitive and high-value market. Trends point to the income from computer games software and video games surpassing major box office receipts of the motion picture industry. Markets are also emerging to satisfy new classes of consumers both in Europe and in Asia.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.