«ECONOMIC BUBBLES» ON THE MARKET OF VIRTUAL GOODS
Keywords:
Financial bubbles, video game industry, virtual goods market segment, casual consumer, «cream skimming» strategy, mobile platforms market.Abstract
In the paper origin and cause of the crises on the market of virtual goods – places where supply and demand are set for digital products, with intangible nature, especially video games – systematized chronologically and analyzed. It is proved that this segment despite strong prospects and dynamic development is able to generate a market phenomenon as «economic bubble» – trading large volumes of goods at prices that are significantly different from the true prices. Also the existing situation in the market of video goods, is analyzed, especially advertising and consumer behavior. Earlier data on the performance of gaming market is systemized and illustrated as well as thesis on the formation of new economic bubbles in the industry is highlighted.
References
Котлер Ф. Основы маркетинга / Ф. Котлер ; [пер. с англ. Е. М. Пеньковой]. -М. : Прогресс, 1990. - 736с.
Lisa Galarnea. 2014 Global Gaming Stats: Who’s Playing What, and Why? : Webpage of «Big Fish» - the world’s largest producer and distributor of casual games [Electronic resource]. - Mode of access : http://www.bigfishgames.com/ blog/2014-global-gaming-stats-whos-playing-what-and-why/.
Largest Overall Prize Pools in eSports: esportsearnings [Electronic resource]. -Mode of access : http://www.esportsearnings.com/tournaments.
Словарь по экономике и финансам [Электронный ресурс]. - Режим доступа : http://slovari.yandex.ru/dict/glossary.
Барановський О. І. Економіка мильних бульбашок / О. І. Барановський // Економіка і прогнозування. - 2008. - № 4. - С. 45-68.
Price Expectations, Monetary Disturbances, and Malinvestments / In Hayek, Profits, Interest, and Investment. Reprint. - New York : Augustus M. Kelley, 1975.
How Much Do You Know About Video Games: The Entertainment Software Rating Board [Electronic resource]. - Mode of access : http://www.esrb.org/ about/video-game-industry-statistics.jsp.
EVE Online / Эпические битвы : Энциклопедия современной культуры, фольклора и субкультур [Электронный ресурс]. - Режим доступа : http://lurkmore.to/EVE_Online.
Katz A. 1984: The Year That Shook Electronic Gaming / Arnie Katz // Electronic Games. - 1985. - № 3. - January.
Не одной строкой: пускаем пузыри // Игромания. - 2014. - № 2.
Dean Takahashi: Mobile growth will fuel global game market that hits $86.1B by 2016: VentureBeat is the leading source for news and perspective on technology innovation [Electronic resource]. - Mode of access : http://venturebeat.com/2013/06/06/global-games-market-to-hit-86-1b-by-2016-as-mobile-charges-ahead/.
Downloads
Published
How to Cite
Issue
Section
License
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).