The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models
Main Author: | |
---|---|
Language: | English |
Published: |
Bowling Green State University / OhioLINK
2011
|
Subjects: | |
Online Access: | http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304 |
id |
ndltd-OhioLink-oai-etd.ohiolink.edu-bgsu1320430304 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-OhioLink-oai-etd.ohiolink.edu-bgsu13204303042021-08-03T05:29:51Z The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models Cruea, Mark Douglas Communication Mass Media video games political economy externalities planned obsolescence overconsumption race gender violence environment military Microsoft Sony Nintendo business models The purpose of this study was threefold. The first goal was to investigate theevolution of business models within the video game industry with a specific focus onthe console segment within the United States and including Microsoft, Nintendo, andSony as the three largest console manufacturers. The second goal was to examine theconnections between these business models and practices of planned obsolescence. Thethird goal was to determine the connections between the business models in use andany associated externalities. Externalities of particular interest included effects relatedto violence, gender, race, military connections, and the environment. Political economyserved as both theory and method. Results showed that past business models haveheavily relied on a cycle of production and consumption that contributes to a culture ofoverconsumption and regularly produces and reproduces both positive and negativeexternalities that are not accounted for as a cost of doing business despite the effectsborne by society. 2011-11-07 English text Bowling Green State University / OhioLINK http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304 http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304 unrestricted This thesis or dissertation is protected by copyright: all rights reserved. It may not be copied or redistributed beyond the terms of applicable copyright laws. |
collection |
NDLTD |
language |
English |
sources |
NDLTD |
topic |
Communication Mass Media video games political economy externalities planned obsolescence overconsumption race gender violence environment military Microsoft Sony Nintendo business models |
spellingShingle |
Communication Mass Media video games political economy externalities planned obsolescence overconsumption race gender violence environment military Microsoft Sony Nintendo business models Cruea, Mark Douglas The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
author |
Cruea, Mark Douglas |
author_facet |
Cruea, Mark Douglas |
author_sort |
Cruea, Mark Douglas |
title |
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
title_short |
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
title_full |
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
title_fullStr |
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
title_full_unstemmed |
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models |
title_sort |
virtual hand: exploring the societal effects of video game industry business models |
publisher |
Bowling Green State University / OhioLINK |
publishDate |
2011 |
url |
http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304 |
work_keys_str_mv |
AT crueamarkdouglas thevirtualhandexploringthesocietaleffectsofvideogameindustrybusinessmodels AT crueamarkdouglas virtualhandexploringthesocietaleffectsofvideogameindustrybusinessmodels |
_version_ |
1719420905003679744 |