SlideShare a Scribd company logo
1 of 16
Understanding the experience
of playing a pre-ordered
videogame in Ecuador
Germán Lovato
ID: 1313200121
Introduction
“Video games are They have become the worldwide growth and sales
leaders in the entertainment industry. In the last five years, they grew by
56% and will reach $ 137.9 billion in 2018, tripling projected earnings for
the film industry. In 2017, its earnings were six times higher than those
reported in the music industry, and its annual growth was twice that of
the auto industry” (Pag. 6).
By:
Luzardo, A.; De Azevedo B.; Funes, G.; Pison, J.; Becerra, L.; Santoro, M.; Mateo, M.; Penix-Tadsen, P.
(2019). Los videojuegos no son un juego. Los desconocidos éxitos de los estudios de América Latina y el
Caribe; Inter-American Development Bank; 1(1), 1–243.
Context
• Research on the experience of pre-ordering a video
game: commercial strategy that allows partial income
in advance, creates expectation in consumers (players)
and profitability for the company.
• Economic perspective of the video game industry in
Latin America.
• Need to identify the factors that participate and
influence video game pre-order experiences.
Research Question
• Possible for this paper:
• ¿Why do players and consumers in Latin America make
reservations for paid video games?
Aim of Research
• Identify the factors that influence video game players and
consumers to make product reservations.
• Respondents verbalize their past experience, selecting multiple choice
answers.
• Analyze your responses to identify incidental factors
• Determine if the reservation of video games has been profitable
for the companies that have applied said commercial strategy;
and,
• Identify prospects for video game reservation strategies.
Structure of the video
game industry
Five stages in the software supply chain
(the game): development, publishing,
manufacturing, distribution and retail.
adds a stage at the beginning of the
supply chain: financing. In most cases,
the initial investment is made by the
publisher or by the platform
manufacturer, who acts as publisher of
the game in this case. In order to play
games, users must purchase a
compatible hardware platform: the
game console (Peters, 2018).
Income from
video games.
Period year 2018
Exist more than two thousand employees
in close of fifty video game studios in
Argentina, more than four thousand
employees in Brazil and in Colombia there
are fifty studies that use between 6 and 18
people. For the leaders of the industry a
single video game studio has about a
thousand employees as is the case of
China that in the 2017 had 6,111 studies
with 60.000 employees, or United States,
with more than 2,457 studies and 65,678
employees (Luzardo et al., 2019)
Definitions:
Pre-order
Central Research Question: How does my own
experience provide information on this process,
viewed as a business strategy?.
Endogenous perspective vs. Exogenous
perspective: Connecting personal shopping
experiences with the video game industry, focusing
first on known business aspects and processes.
Practical, demonstrable and verifiable writing that
is based on the professional experiences of a writer
within a business process and strategy, aimed at
academic and public audiences.
Reference to other researchers
Booking strategies is not something new. It originated in
direct distribution bookstores where readers ordered
books, especially comic books, in advance when they
were limited editions. What was seen by other
companies that sold mass consumer products and was
extended for decades until video games arrived. In those
times, specifically the 80's, the Nintendo company
dominated 99% of the market and was one of the first
technology companies that applied the reservation of its
platform (console) before its release to the US market,
unleashing a madness among its consumers and gamers
eager to get the component, then purchase the video
games separately (Kumar, 2016).
Reference to other researchers
The first time this type of strategy was used in the video game
industry, according to the study by Hendrickson (2018) was:
“On September 4, 2013, Yusuf Mehdi, corporate vice president
of Marketing, Xbox Strategy, and Business, announced that the
Xbox will launch on November 22, 2013, in 13 markets.
Furthermore, he discussed the availability of a limited-edition
Day One console. The Day One console was reserved via pre-
order and in addition to the standard contents, the consumer
would also receive a specially branded “Day One 2013”
controller, which included a chrome Directional-pad, and a Day
One digital achievement. Achievements are virtual trophies,
which players collect by accomplishing specific tasks in games.
The standard contents included the Xbox One console, a
wireless controller and batteries, Kinect, chat headset, HDMI
cable, and the power supply” (Pag. 30).
Methodology
The data will collect in the form of surveys through a questionnaire
with multiple response questions with the intention of facilitating the
answer and obtaining the perception of the people who participate in
it. With this, it will be possible to learn about the experiences they
have had when booking a paid video game. The questionnaire consists
of ten questions.
The author selected a total of four hundred people who were
interested in discussing the issue of booking paid video games and
who want to share their own experience. In this way, the author
ensured that all the participants would be useful for the purposes of
the research and that they would all contribute actively during the
surveys and would understand the subject matter that they were
trying to know.
Once the four hundred surveys were completed, the information
collected from the qualitative data provided by the respondents was
digitized and quantified. The author proceeded to perform a
Statistical Analysis. The purpose of Thematic Analysis is to identify,
interpret and obtain relevant information about the phenomenon or
problem observed, which will facilitate the validation of the research
question.
Limitation
and Future
research
ideas
The main limitation is that this study is the economic resources to be
able to make a much more detailed and extensive information
gathering due to the large number of video game players and
consumers in Latin America. Therefore, the factors affecting the
decision to pre-order may only correspond to the sample taken.
Another limitation is that this study only focuses on paid and console
video games, excluding video games that are acquired for free
online. What can greatly affect identification
Finally, another limitation of the study is the geographical
delimitation towards Latin America without considering other
countries that make up the American continent, which would not
allow to establish the incidence that the video game industry has
and the economic repercussion.
Bibliography
• Acebedo, D. P. (2018). Plan de negocio de una empresa de desarrollo y comercialización
de videojuegos.
• Bradshaw, C., Atkinson, S., & Doody, O. (2017). Employing a Qualitative Description
Approach in Health Care Research. In Global Qualitative Nursing Research (Vol. 4).
https://doi.org/10.1177/2333393617742282
• Green, G., & Kaufman, J. (2015). Video Games and Creativity - 1st Edition.
https://www.elsevier.com/books/video-games-and-creativity/green/978-0-12-801462-
2%0Ainternal-pdf://0.0.0.211/978-0-12-801462-2.html
• Hendrickson, E. (2018). Comparison of Product Launch Strategies for Home Gaming.
• Kumar, R. (2016). a Study on the Effect of Celebrity Endorsement and Brand Equity
Towards. Spectrum: Humanities, Social Sciences and Management, 2(2349–2929), 178.
Bibliography
• Luzardo, A., De Azevedo, B., Berganza, M., Mercedes, M., Becerra, L., Funes, G., Santoro,
M., Penix, P., & Pison, J. (2019). Los videojuegos no son un juego. Los desconocidos éxitos
de los estudios de América Latina y el Caribe. https://publications.iadb.org/es/los-
videojuegos-no-son-un-juego-los-desconocidos-exitos-de-los-estudios-de-america-latina-
y-el
• Melnikovas, A. (2018). Towards an explicit research methodology: Adapting research onion
model for futures studies. Journal of Futures Studies, 23(2), 29–44.
https://doi.org/10.6531/JFS.201812_23(2).0003
• Penix-Tadsen, P. (2019). Video games and the global south (p. 290).
• Peters, F. (2018). The business of video games is a multi-player game. Tilburg University, 1–
256.
• Quintero, H., & Tripaldi, T. (2021). Diseño de un videojuego sobre los pueblos ancestrales
Culturas del sur del Ecuador Facultad de Diseño.
Bibliography
• Real Academia Española. (2021). Videojuego - Definición.
https://dle.rae.es/videojuego?m=form
• Sarasti, C. A. (2015). The key trends of virtual goods market. Ekp, 13(3), 1576–1580.
• Soto Jordán, A. B. (2020). Videojuegos: análisis histórico y económico. Universidad de
Valladolid, 1–52. http://uvadoc.uva.es/handle/10324/42024
• Vilela, C., Agustin, A., Márquez, L., Javier, A., Infante, M., Bertila, C., Canales, P., & Dyan, E.
(2021). Video Games Xchange.
• Wolf, M. J. P., Mitgutsch, K., Rosenstingl, H., Apperley, T. A., Arsenault, D., Guay, L., Fung, A. Y.
H., Liao, S. X., Ng, B. W., Aldama, F. L., Garin, M., Martinez, V. M., & Atkins, B. (2016). Video
Games Around the World. Video Games Around the World, 2.
https://doi.org/10.7551/mitpress/9780262527163.001.0001
• Xinyu, H. (2021). Análisis de las estrategias de las compañías chinas de los videojuegos en el
mercado internacional.
Bibliography
• Zhang, W., He, Y., Gou, Q., & Yang, W. (2021). Optimal advance selling strategy with
information provision for omni-channel retailers. In Annals of Operations Research.
https://doi.org/10.1007/s10479-020-03896-y

More Related Content

Similar to German_1313200121_feedback_28-10-21.pptx

CEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
CEO Survey Report of Japanese Video Game Developers - Mirko ErnkvistCEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
CEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
ナム-Nam Nguyễn
 
Mary O'Brien's MA Capstone Project
Mary O'Brien's MA Capstone ProjectMary O'Brien's MA Capstone Project
Mary O'Brien's MA Capstone Project
Mary O'Brien
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES
ramal699
 
5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business
ollisotamaa
 

Similar to German_1313200121_feedback_28-10-21.pptx (20)

The Business of Family-Friendly Mobile Gaming | Brian Lovell
The Business of Family-Friendly Mobile Gaming | Brian LovellThe Business of Family-Friendly Mobile Gaming | Brian Lovell
The Business of Family-Friendly Mobile Gaming | Brian Lovell
 
Games for Change Lab
Games for Change LabGames for Change Lab
Games for Change Lab
 
Brand
BrandBrand
Brand
 
SERIOUS GAMES-A Sizeable Market
SERIOUS GAMES-A Sizeable MarketSERIOUS GAMES-A Sizeable Market
SERIOUS GAMES-A Sizeable Market
 
Healthcare Gamification
Healthcare GamificationHealthcare Gamification
Healthcare Gamification
 
Research Proposal
Research ProposalResearch Proposal
Research Proposal
 
Data and the Future of Gaming Post COVID
Data and the Future of Gaming Post COVIDData and the Future of Gaming Post COVID
Data and the Future of Gaming Post COVID
 
CEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
CEO Survey Report of Japanese Video Game Developers - Mirko ErnkvistCEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
CEO Survey Report of Japanese Video Game Developers - Mirko Ernkvist
 
Mary O'Brien's MA Capstone Project
Mary O'Brien's MA Capstone ProjectMary O'Brien's MA Capstone Project
Mary O'Brien's MA Capstone Project
 
Web Wed Massive
Web Wed MassiveWeb Wed Massive
Web Wed Massive
 
PJO-3B
PJO-3BPJO-3B
PJO-3B
 
Assassin s creed-3---liberation
Assassin s creed-3---liberationAssassin s creed-3---liberation
Assassin s creed-3---liberation
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES
 
Gaming: What do consumers desire from FIFA 18?
Gaming: What do consumers desire from FIFA 18?Gaming: What do consumers desire from FIFA 18?
Gaming: What do consumers desire from FIFA 18?
 
Launching PC & Console Titles in the Ever-Changing Games Market in 2023
Launching PC & Console Titles in the Ever-Changing Games Market in 2023Launching PC & Console Titles in the Ever-Changing Games Market in 2023
Launching PC & Console Titles in the Ever-Changing Games Market in 2023
 
Anshar Studios Analysis
Anshar Studios AnalysisAnshar Studios Analysis
Anshar Studios Analysis
 
5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business
 
State of the Industry Report
State of the Industry ReportState of the Industry Report
State of the Industry Report
 
A Research Proposal Policy Issues Of Video Game Addiction
A Research Proposal  Policy Issues Of Video Game AddictionA Research Proposal  Policy Issues Of Video Game Addiction
A Research Proposal Policy Issues Of Video Game Addiction
 
The Future of Trade: Special Gaming Edition
The Future of Trade: Special Gaming Edition The Future of Trade: Special Gaming Edition
The Future of Trade: Special Gaming Edition
 

Recently uploaded

Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
AnaAcapella
 
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
EADTU
 

Recently uploaded (20)

TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
How to Add a Tool Tip to a Field in Odoo 17
How to Add a Tool Tip to a Field in Odoo 17How to Add a Tool Tip to a Field in Odoo 17
How to Add a Tool Tip to a Field in Odoo 17
 
VAMOS CUIDAR DO NOSSO PLANETA! .
VAMOS CUIDAR DO NOSSO PLANETA!                    .VAMOS CUIDAR DO NOSSO PLANETA!                    .
VAMOS CUIDAR DO NOSSO PLANETA! .
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
 
What is 3 Way Matching Process in Odoo 17.pptx
What is 3 Way Matching Process in Odoo 17.pptxWhat is 3 Way Matching Process in Odoo 17.pptx
What is 3 Way Matching Process in Odoo 17.pptx
 
Interdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxInterdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptx
 
AIM of Education-Teachers Training-2024.ppt
AIM of Education-Teachers Training-2024.pptAIM of Education-Teachers Training-2024.ppt
AIM of Education-Teachers Training-2024.ppt
 
Our Environment Class 10 Science Notes pdf
Our Environment Class 10 Science Notes pdfOur Environment Class 10 Science Notes pdf
Our Environment Class 10 Science Notes pdf
 
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
 
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptxCOMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
 
How to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptxHow to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptx
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)
 
How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17
 
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdfUGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
 
FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024
 
Understanding Accommodations and Modifications
Understanding  Accommodations and ModificationsUnderstanding  Accommodations and Modifications
Understanding Accommodations and Modifications
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Model Attribute _rec_name in the Odoo 17
Model Attribute _rec_name in the Odoo 17Model Attribute _rec_name in the Odoo 17
Model Attribute _rec_name in the Odoo 17
 
Details on CBSE Compartment Exam.pptx1111
Details on CBSE Compartment Exam.pptx1111Details on CBSE Compartment Exam.pptx1111
Details on CBSE Compartment Exam.pptx1111
 
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
Transparency, Recognition and the role of eSealing - Ildiko Mazar and Koen No...
 

German_1313200121_feedback_28-10-21.pptx

  • 1. Understanding the experience of playing a pre-ordered videogame in Ecuador Germán Lovato ID: 1313200121
  • 2. Introduction “Video games are They have become the worldwide growth and sales leaders in the entertainment industry. In the last five years, they grew by 56% and will reach $ 137.9 billion in 2018, tripling projected earnings for the film industry. In 2017, its earnings were six times higher than those reported in the music industry, and its annual growth was twice that of the auto industry” (Pag. 6). By: Luzardo, A.; De Azevedo B.; Funes, G.; Pison, J.; Becerra, L.; Santoro, M.; Mateo, M.; Penix-Tadsen, P. (2019). Los videojuegos no son un juego. Los desconocidos éxitos de los estudios de América Latina y el Caribe; Inter-American Development Bank; 1(1), 1–243.
  • 3. Context • Research on the experience of pre-ordering a video game: commercial strategy that allows partial income in advance, creates expectation in consumers (players) and profitability for the company. • Economic perspective of the video game industry in Latin America. • Need to identify the factors that participate and influence video game pre-order experiences.
  • 4. Research Question • Possible for this paper: • ¿Why do players and consumers in Latin America make reservations for paid video games?
  • 5. Aim of Research • Identify the factors that influence video game players and consumers to make product reservations. • Respondents verbalize their past experience, selecting multiple choice answers. • Analyze your responses to identify incidental factors • Determine if the reservation of video games has been profitable for the companies that have applied said commercial strategy; and, • Identify prospects for video game reservation strategies.
  • 6. Structure of the video game industry Five stages in the software supply chain (the game): development, publishing, manufacturing, distribution and retail. adds a stage at the beginning of the supply chain: financing. In most cases, the initial investment is made by the publisher or by the platform manufacturer, who acts as publisher of the game in this case. In order to play games, users must purchase a compatible hardware platform: the game console (Peters, 2018).
  • 7. Income from video games. Period year 2018 Exist more than two thousand employees in close of fifty video game studios in Argentina, more than four thousand employees in Brazil and in Colombia there are fifty studies that use between 6 and 18 people. For the leaders of the industry a single video game studio has about a thousand employees as is the case of China that in the 2017 had 6,111 studies with 60.000 employees, or United States, with more than 2,457 studies and 65,678 employees (Luzardo et al., 2019)
  • 8. Definitions: Pre-order Central Research Question: How does my own experience provide information on this process, viewed as a business strategy?. Endogenous perspective vs. Exogenous perspective: Connecting personal shopping experiences with the video game industry, focusing first on known business aspects and processes. Practical, demonstrable and verifiable writing that is based on the professional experiences of a writer within a business process and strategy, aimed at academic and public audiences.
  • 9. Reference to other researchers Booking strategies is not something new. It originated in direct distribution bookstores where readers ordered books, especially comic books, in advance when they were limited editions. What was seen by other companies that sold mass consumer products and was extended for decades until video games arrived. In those times, specifically the 80's, the Nintendo company dominated 99% of the market and was one of the first technology companies that applied the reservation of its platform (console) before its release to the US market, unleashing a madness among its consumers and gamers eager to get the component, then purchase the video games separately (Kumar, 2016).
  • 10. Reference to other researchers The first time this type of strategy was used in the video game industry, according to the study by Hendrickson (2018) was: “On September 4, 2013, Yusuf Mehdi, corporate vice president of Marketing, Xbox Strategy, and Business, announced that the Xbox will launch on November 22, 2013, in 13 markets. Furthermore, he discussed the availability of a limited-edition Day One console. The Day One console was reserved via pre- order and in addition to the standard contents, the consumer would also receive a specially branded “Day One 2013” controller, which included a chrome Directional-pad, and a Day One digital achievement. Achievements are virtual trophies, which players collect by accomplishing specific tasks in games. The standard contents included the Xbox One console, a wireless controller and batteries, Kinect, chat headset, HDMI cable, and the power supply” (Pag. 30).
  • 11. Methodology The data will collect in the form of surveys through a questionnaire with multiple response questions with the intention of facilitating the answer and obtaining the perception of the people who participate in it. With this, it will be possible to learn about the experiences they have had when booking a paid video game. The questionnaire consists of ten questions. The author selected a total of four hundred people who were interested in discussing the issue of booking paid video games and who want to share their own experience. In this way, the author ensured that all the participants would be useful for the purposes of the research and that they would all contribute actively during the surveys and would understand the subject matter that they were trying to know. Once the four hundred surveys were completed, the information collected from the qualitative data provided by the respondents was digitized and quantified. The author proceeded to perform a Statistical Analysis. The purpose of Thematic Analysis is to identify, interpret and obtain relevant information about the phenomenon or problem observed, which will facilitate the validation of the research question.
  • 12. Limitation and Future research ideas The main limitation is that this study is the economic resources to be able to make a much more detailed and extensive information gathering due to the large number of video game players and consumers in Latin America. Therefore, the factors affecting the decision to pre-order may only correspond to the sample taken. Another limitation is that this study only focuses on paid and console video games, excluding video games that are acquired for free online. What can greatly affect identification Finally, another limitation of the study is the geographical delimitation towards Latin America without considering other countries that make up the American continent, which would not allow to establish the incidence that the video game industry has and the economic repercussion.
  • 13. Bibliography • Acebedo, D. P. (2018). Plan de negocio de una empresa de desarrollo y comercialización de videojuegos. • Bradshaw, C., Atkinson, S., & Doody, O. (2017). Employing a Qualitative Description Approach in Health Care Research. In Global Qualitative Nursing Research (Vol. 4). https://doi.org/10.1177/2333393617742282 • Green, G., & Kaufman, J. (2015). Video Games and Creativity - 1st Edition. https://www.elsevier.com/books/video-games-and-creativity/green/978-0-12-801462- 2%0Ainternal-pdf://0.0.0.211/978-0-12-801462-2.html • Hendrickson, E. (2018). Comparison of Product Launch Strategies for Home Gaming. • Kumar, R. (2016). a Study on the Effect of Celebrity Endorsement and Brand Equity Towards. Spectrum: Humanities, Social Sciences and Management, 2(2349–2929), 178.
  • 14. Bibliography • Luzardo, A., De Azevedo, B., Berganza, M., Mercedes, M., Becerra, L., Funes, G., Santoro, M., Penix, P., & Pison, J. (2019). Los videojuegos no son un juego. Los desconocidos éxitos de los estudios de América Latina y el Caribe. https://publications.iadb.org/es/los- videojuegos-no-son-un-juego-los-desconocidos-exitos-de-los-estudios-de-america-latina- y-el • Melnikovas, A. (2018). Towards an explicit research methodology: Adapting research onion model for futures studies. Journal of Futures Studies, 23(2), 29–44. https://doi.org/10.6531/JFS.201812_23(2).0003 • Penix-Tadsen, P. (2019). Video games and the global south (p. 290). • Peters, F. (2018). The business of video games is a multi-player game. Tilburg University, 1– 256. • Quintero, H., & Tripaldi, T. (2021). Diseño de un videojuego sobre los pueblos ancestrales Culturas del sur del Ecuador Facultad de Diseño.
  • 15. Bibliography • Real Academia Española. (2021). Videojuego - Definición. https://dle.rae.es/videojuego?m=form • Sarasti, C. A. (2015). The key trends of virtual goods market. Ekp, 13(3), 1576–1580. • Soto Jordán, A. B. (2020). Videojuegos: análisis histórico y económico. Universidad de Valladolid, 1–52. http://uvadoc.uva.es/handle/10324/42024 • Vilela, C., Agustin, A., Márquez, L., Javier, A., Infante, M., Bertila, C., Canales, P., & Dyan, E. (2021). Video Games Xchange. • Wolf, M. J. P., Mitgutsch, K., Rosenstingl, H., Apperley, T. A., Arsenault, D., Guay, L., Fung, A. Y. H., Liao, S. X., Ng, B. W., Aldama, F. L., Garin, M., Martinez, V. M., & Atkins, B. (2016). Video Games Around the World. Video Games Around the World, 2. https://doi.org/10.7551/mitpress/9780262527163.001.0001 • Xinyu, H. (2021). Análisis de las estrategias de las compañías chinas de los videojuegos en el mercado internacional.
  • 16. Bibliography • Zhang, W., He, Y., Gou, Q., & Yang, W. (2021). Optimal advance selling strategy with information provision for omni-channel retailers. In Annals of Operations Research. https://doi.org/10.1007/s10479-020-03896-y

Editor's Notes

  1. Is pre-ordering trend increasing in Ecuador? (declining trend in US) Why is Ecuador representative for Latin American market? Consider other countries Charts: country specific
  2. Is pre-ordering trend increasing in Ecuador? (declining trend in US) Why is Ecuador representative for Latin American market? Consider other countries Charts: country specific