Please use this identifier to cite or link to this item:
Publication type: Bachelor thesis
Title: Swiss video game firms : an analysis of existing and required support measures for the video game industry in Switzerland
Authors: Schneider, Corinne
Advisors / Reviewers: Graf, Christian Olivier
DOI: 10.21256/zhaw-19091
Extent: 88
Issue Date: 2019
Publisher / Ed. Institution: ZHAW Zürcher Hochschule für Angewandte Wissenschaften
Publisher / Ed. Institution: Winterthur
Language: English
Subject (DDC): 338: Production
700: The arts and entertainment
Abstract: A significant development of the video game market could be observed over the last few decades. Back in the day, playing video games was generally considered to be a leisure activity predominantly practiced by young men. However, this activity has expanded to include other target groups, most notably women as well as parents and seniors. Not only the user base of video games has changed significantly, but also the importance of the industry itself. According to a report by PwC analyzing the future of global entertainment and media, between 2017 and 2022, consumers will allocate a significant portion of their free time dedicated to entertainment and media activities to playing video games (27.8 percent CAGR). More specifically, consuming video games comes only second to communications with 28.5 percent. Moreover, the video game industry currently generates higher revenues than other entertainment industries, such as motion pictures and music.
License (according to publishing contract): CC BY-NC-ND 4.0: Attribution - Non commercial - No derivatives 4.0 International
Departement: School of Management and Law
Appears in collections:BSc International Management

Files in This Item:
File Description SizeFormat 
Bachelor's Thesis Corinne Schneider.pdf932.91 kBAdobe PDFThumbnail

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.