In the group of sectors that develop and use advanced technologies, the videogame sector has emerged in the last thirty years as one of the most interesting. The objective of the task herewith introduced consists in analysing the peculiarities and the perspectives of the videogames sector within the network industries. The task examines the factors that lead to the creation of a market winner-take-all following the affirmation of a dominant standard, the effects of the net, the importance of the dimension of the installed base and the factors that influence its constitution (pricing policy, promotional policy, switching costs and connected lock-in effects, economies of scale in the production and in the demand). Finally, the supply chain in the home video game industry and the external relations of Nintendo have been analysed.
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